Comment by flohofwoe
9 days ago
Good then that even WebGL mostly doesn't run on Khronos APIs ;) (only on Linux, although I don't know whether ANGLE is now actually using a Vulkan backend on Linux - which of course is also a Khronos API though).
Both WebGL2 and WebGPU are probably the most 'watertight' specced and tested 3D API ever built, and especially WebGPU has gone to great lengths to eliminate UB present in native APIs (even at the cost of usability).
And yet it is lots of fun to debug on Android.
We only need to open chrome://gpu and see how many workarounds are implementated.
Those that happen to own a device where workarounds are yet to be implemented, have quite interesting experiences, depending on the root cause.
As this is an increasing list across Chrome releases.
Lets see how it works out there with Firefox and Safari, the later still not fully WebGL 2.0 compliant.
So much for the watertightness.
The Android OS and the entire Android ecosystem being a huge pile of excrement isn't really surprising though. But it's 'too big to ignore' unfortunately, at least for browser APIs.