3 ms·
Not a very expansive post. Here's a few more things WebGPU is missing (at least on the web): - Push constants (wgpu has them as a native feature for all backen
by xyzsparetimexyz 4y ago
Not a very expansive post. Here's a few more things WebGPU is missing (at least on the web):
- Push constants (wgpu has them as a native feature for all backends) (allows avoiding a uniform buffer write and bind)
- Texture binding arrays (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.TEXTURE_BINDING_ARRAY https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) (allows for rendering multiple materials at the same time)
- Multiview rendering (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.MULTIVIEW https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) needed for WebXR bindings (https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/main/explainer.md https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/m...)
- skohan 4y agoPush constants are a great example. Once you have worked with them it feels like a huge step backwards to go without. In some cases you can use an instance id and a buffer binding as a workaround, but it definitely feels like a hack.