Corentin Wallez
kangz.net
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.
Yeah I remember being @-ed on a few PRs and it looked messy and painful. We put a bunch of effort in making builds easier to integrate with CMake as well: github.com/beaufortfran... shows the minimal way to get something working with CMake with source-built Dawn as a submodule, and with Emscripten.
GitHub - beaufortfrancois/webgpu-cross-platform-app: WebGPU cross-platform app with CMake/Emscripten
WebGPU cross-platform app with CMake/Emscripten. Contribute to beaufortfrancois/webgpu-cross-platform-app development by creating an account on GitHub.
github.com
October 10, 2025 at 7:33 AM
I'm obviously biased, but the webgpu.h API (all that the WebGPU backend needs) is supposed to be ABI stable now github.com/webgpu-nativ.... Dawn caught up with it and won't break it. Dawn prebuilts are done on Github CI (though old macOS fails?) and uploaded as artifacts that should be usable.
GitHub - webgpu-native/webgpu-headers: webgpu.h - C version of the JS API, for both native and Wasm. A multi-vendor standard between Dawn/Emdawnwebgpu and wgpu-native. Designed primarily for binding i...
webgpu.h - C version of the JS API, for both native and Wasm. A multi-vendor standard between Dawn/Emdawnwebgpu and wgpu-native. Designed primarily for binding into higher-level languages. - webgpu...
github.com
October 9, 2025 at 8:02 PM
We'd still want to do that automatically if possible by throttling the RAF callback so developers don't have to do that in-flight frame counting by default.
May 9, 2025 at 1:04 PM
Chromium should have some frame throttling in place to avoid huge latency like that. Did you resort to manually throttling by adding stalls waiting for the GPU to finish (or keeping only a few frames in flight?) If you have a consistent repro please file an issue on issues.chromium.org.
May 9, 2025 at 12:46 PM
I remember how you had to use a minitel emulator of sorts to go check the results ^^ That site is a throwback to the 90s but it didn't exist or didn't show results back then.
April 29, 2025 at 8:03 AM
Storage textures are useful to get random access writes to the texturer where one shader invocation (fragment, but also compute) can write any texel (not just the one for its FS invocation) and multiple texels if it needs to. AMD SPD is an example, Nanite-like workloads another, etc.
April 14, 2025 at 8:56 AM
At the moment WebGPU supports only what's available on all devices of all the target APIs, which is limiting. There is a proposal to add additional "format tiers" github.com/gpuweb/gpuwe... which should come in the medium term since it is an agreed priority, see developer.chrome.com/blog/next-fo...
Proposal: `formats-tier-1` extension · Issue #3837 · gpuweb/gpuweb
Extension name subject to bikeshedding. The idea behind the name is that we'll have more tiers in the future for future formats/capabilities. This extension will enable the following: RENDER_ATTACH...
github.com
February 17, 2025 at 1:55 PM
Seems like a bug in a part of Chromium, could you file an issue on issues.chromium.org?
January 26, 2025 at 9:45 PM
The reason we are looking to add texel buffers to WebGPU github.com/gpuweb/gpuwe... is to allow 8 and 16-bit load/stores portably. Not all GPUs support that, so for WebGPU it's the more portable option. There would surely be a 16bit (int) and 8bit direct load/store extension as well in the future.
github.com
December 2, 2024 at 4:46 PM
Thanks to you and others for making the table, bookmarked, it's going to be soooo useful to understand how much reach additional WebGPU features will have before we start investigating them!
November 22, 2024 at 3:50 PM
Is that using the debug utils you posted on Matrix? I didn't take the time to read them yet but they look really cool! github.com/magcius/WebG...
github.com
November 20, 2024 at 4:14 PM