Corentin Wallez
@kangz.net
Also @DaKangz@mastodon.gamedev.place
Graphics plumber
@Google
. WebGPU, ANGLE, Vulkan and 3D stuff. He/him. Opinions expressed are my own.
Graphics plumber
. WebGPU, ANGLE, Vulkan and 3D stuff. He/him. Opinions expressed are my own.
Reposted by Corentin Wallez
Gecko: Intent to expose WebGPU in early beta Fx139
Gecko: Intent to expose WebGPU in early beta Fx139
Gecko: Intent to expose WebGPU in early beta Fx139
groups.google.com
April 22, 2025 at 9:07 PM
Gecko: Intent to expose WebGPU in early beta Fx139
Reposted by Corentin Wallez
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload
groups.google.com
April 2, 2025 at 8:20 AM
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload
Reposted by Corentin Wallez
Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding
Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding
Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding
groups.google.com
April 2, 2025 at 10:25 AM
Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding
In other WebGPU news, it is now possible to test WebGPU with WebXR in Chrome Canary.
WebGPU/WebXR integration is ready for developers to start testing in Chrome canary! Available on Windows and Android with a couple of small example pages to get you started.
Please give it a try, file bugs, and give us feedback!
#WebGPU #WebXR
Please give it a try, file bugs, and give us feedback!
#WebGPU #WebXR
Experimenting with WebGPU in WebXR
For the last few months I’ve been working on implementing experimental support for WebGPU/WebXR integration in Chrome, and now it’s ready for developers to try on Windows and Android!
toji.dev
March 4, 2025 at 4:16 PM
In other WebGPU news, it is now possible to test WebGPU with WebXR in Chrome Canary.
Subgroup operations are the only new feature in Chrome 134 but it's a big one! It lets shaders share data efficiently between invocations even faster than using workgroup memory in compute, and can be used inside vertex/fragment shader as well. Read more here: developer.chrome.com/blog/new-in-...
What's New in WebGPU (Chrome 134) | Blog | Chrome for Developers
Improve machine-learning workloads with subgroups, shader compilation time improvements on D3D12, remove float filterable texture types support as blendable, and more.
developer.chrome.com
March 4, 2025 at 4:12 PM
Subgroup operations are the only new feature in Chrome 134 but it's a big one! It lets shaders share data efficiently between invocations even faster than using workgroup memory in compute, and can be used inside vertex/fragment shader as well. Read more here: developer.chrome.com/blog/new-in-...
Considering that just a month ago WebGPU support in Slang was still WIP, this is great news! We need better shading languages and Slang looks like it could finally be it!
I'm also rooting for WGSL to gain a lot of modern niceties, but being a standard, it will obviously take longer.
I'm also rooting for WGSL to gain a lot of modern niceties, but being a standard, it will obviously take longer.
Slang is now officially under open governance at Khronos, and what better way to celebrate than running Slang shaders directly in your browser with WebGPU?
try.shader-slang.org
You can also compile your shaders to a variety of targets including Metal and HLSL. I'm giddy to finally share this!
try.shader-slang.org
You can also compile your shaders to a variety of targets including Metal and HLSL. I'm giddy to finally share this!
Slang Playground
Interactive playground for experimenting with Slang shading language. Write, compile, and visualize shader code in real-time.
try.shader-slang.org
November 22, 2024 at 3:59 PM
Considering that just a month ago WebGPU support in Slang was still WIP, this is great news! We need better shading languages and Slang looks like it could finally be it!
I'm also rooting for WGSL to gain a lot of modern niceties, but being a standard, it will obviously take longer.
I'm also rooting for WGSL to gain a lot of modern niceties, but being a standard, it will obviously take longer.
Hey everyone, I'll start posting WebGPU related things here!
The last WebGPU F2F meeting was a great time to review priorities for future WebGPU/WGSL features and agree to make WebGPU more than just an "editor's draft". Read more at developer.chrome.com/blog/next-fo...! (spoilers: AI and bindless)
The last WebGPU F2F meeting was a great time to review priorities for future WebGPU/WGSL features and agree to make WebGPU more than just an "editor's draft". Read more at developer.chrome.com/blog/next-fo...! (spoilers: AI and bindless)
What's next for WebGPU | Blog | Chrome for Developers
Learn about new AI and rendering features discussed at the latest GPU for the Web working group meeting.
developer.chrome.com
November 22, 2024 at 3:55 PM
Hey everyone, I'll start posting WebGPU related things here!
The last WebGPU F2F meeting was a great time to review priorities for future WebGPU/WGSL features and agree to make WebGPU more than just an "editor's draft". Read more at developer.chrome.com/blog/next-fo...! (spoilers: AI and bindless)
The last WebGPU F2F meeting was a great time to review priorities for future WebGPU/WGSL features and agree to make WebGPU more than just an "editor's draft". Read more at developer.chrome.com/blog/next-fo...! (spoilers: AI and bindless)