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> The WebGPU browser API -> your app will run in the browser, but not on GLES-era hardware. Perish in the verbosity of not having bindless support. Note, regar
by adrian17 2y ago
> The WebGPU browser API -> your app will run in the browser, but not on GLES-era hardware. Perish in the verbosity of not having bindless support.
Note, regarding "GLES-era": WGPU does have a GLES/WebGL2 backend; missing WebGL1 is unfortunate, but at least it covers most recent browsers/hardware that happens to not have WebGPU supported yet.
(and there's necessarily some added overhead from having to adapt to GLES-style api; it's especially silly if you consider that the browser might then convert the api calls and shaders _again_ to D3D11 via ANGLE)
- slimsag 2y agoI am referring primarily to the fact that a restricted subset of WebGPU is needed ('compatibility mode') to support D3D11 / GLES era hardware[0] [0] https://github.com/gpuweb/gpuweb/issues/4266 https://github.com/gpuweb/gpuweb/issues/4266
- flohofwoe 2y agoThere's a *massive* difference in capabilities between GLES3.0 (e.g. WebGL2) and D3D11 though (GLES3.0 is more like 'late D3D9 era') ;) And interestingly, WebGL2 in Chrome on Windows (which runs on top of D3D11) handily beats WebGPU in some of my tests (with setBindGroup being the bottleneck).