Corentin Wallez
@DaKangz
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HDR support is in WebGPU! The first of the <canvas> APIs to get it (hopefully not the last). In the last two Chrome releases we've also added a bunch of support for subgroup operations in Origin Trial to help optimize compute kernels even more.
WebGPU in Chrome 129 is not just brighter 🌟💡, it's got a whole new range! ✅ HDR support with canvas tone mapping mode ✅ Expanded subgroups support ✅ Dawn updates Check out https://t.co/sU4LCWv996 to learn more.
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gpu.cpp makes GPU programming super accessible by making an opinionated wrapper around the native WebGPU libraries! It uses WGSL directly for the shading language, which we're hoping to make more powerful and ergonomic in the future, so gpu.cpp would directly improve too!
Announcing: The initial release of my 1st project since joining the amazing team here at @answerdotai gpu.cpp Portable C++ GPU compute using WebGPU Links + info + a few demos below 👇
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WebGPU levels up in Chrome 127 🔥 ✅ Experimental OpenGL ES support on Android ✅ GPUAdapter info attribute ✅ WebAssembly interop improvements ✅ Improved command encoder errors ✅ C API Surface updates Check out https://t.co/lIaDkY2CN7 to learn more
developer.chrome.com
Experimental support for OpenGL ES on Android, GPUAdapter info attribute, WebAssembly interop improvements, and more.
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This is prototype integration of DOM inside a WebGL application is HUGE! The WebGL app gets to use the best 2D framework inside the 3D world, while the browser tools still see the text and enable accessibility like in regular pages! (it wouldn't just be for WebGL but WebGPU too)
For the last couple months, our team has been working hard on a few paradigm-changing features for HTML Canvas. One of them is the ability to have HTML elements in a canvas. Here's a ThreeJS demo with a live HTML texture.
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WebGPU evolution continues in Chrome 125: ✅ Subgroups are available behind a flag so that you can give it a try and share feedback ✅ Render directly to slices of 3D textures within render passes Check out https://t.co/QfkzaGjy5r to learn more.
developer.chrome.com
Subgroups in development and render to slice of 3D texture.
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WebGPU in Chrome 124 gets two very requested features: read-write storage textures for more compute flexibility (previously write-only was the only mode allowed), and support for using WebGPU from additional types of JS worker!
WebGPU just got more powerful 🔥 in Chrome 124: ✅ Read-only and read-write storage textures ✅ Service workers and shared workers support ✅ New adapter information attributes ✅ Bug fixes Check out https://t.co/QEgU8S7CuB to learn more.
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Small release for WebGPU in Chrome 122, but lots of new feature coming soon! We're also working on a WebGPU compatibility mode to extend support to GL ES / D3D11 class hardware so basically all device get WebGPU support/
Want to use WebGPU on older hardware? Compatibility mode is in the works! ▶️ https://t.co/wHuVOYAgEx Stay tuned for more features like DP4a, read-only and read-write storage textures, separate stencil and depth aspect control soon!
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Having trouble 😤 getting WebGPU to work in Chrome browser? Check out my new guide 📗 at https://t.co/cfjJNEXRGr! It has clear fixes for common problems and might be useful whether you're new to WebGPU or an expert.
developer.chrome.com
Learn why WebGPU may be disabled or not working in Chrome browser.
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Chrome 121 supports WebGPU on Android (mostly thanks to @Tojiro ) and a bunch of other niceties like being able to omit the entryPoint name when creating pipelines (from @quicksave2k). Next release seems fairly quiet but Chrome 123 looks like it will have a lot more new features!
Chrome 121 is packed 🎁 with WebGPU features: ✅ Now on Android! ✅ Use of DXC for shader compilation ✅ Timestamp queries in passes ✅ Default entry points to shader modules ✅ display-p3 color space textures ✅ Memory heaps info Check out https://t.co/xj2uEHTEjX to learn more
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WebGPU is now testable in Safari Tech Preview 185. You simply need to enable via the Develop menu and voilà ;) 📝 https://t.co/obd8VmfeLc
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🥳 WebGPU gets even better in Chrome 120: Support for 16-bit floating-point values in WGSL, limits increase, depth-stencil state changes, adapter information updates, and more. Check out https://t.co/L16dwheGfm to learn more.
developer.chrome.com
Support for 16-bit floating-point values in WGSL, limits increase, depth-stencil state changes, adapter information updates, and more.
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It was great to chat WebGPU, WebGL, glTF, and broadly about 3D on the web with long-time friends @gfxprogrammer and @DaKangz on the latest episode of the @BuildOpenMeta podcast with cohost @mpetit. https://t.co/iCUZysyPaq
@WebGPU @WebGL @glTF3D
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Learn about how the WebGPU ecosystem extends beyond the JavaScript, C++, and Rust realms at https://t.co/pRAxoJiSff Spoiler: WebGPU is not "just" a JavaScript API; it is a fundamental building block akin to WebAssembly, with implications that extend far beyond the web.
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Filterable 32-bit float textures, unorm10-10-10-2 vertex format, and rgb10a2uint texture format are now available in Chrome 119. Check out https://t.co/4S9ZUMFXIA to learn more about those WebGPU changes.
developer.chrome.com
Filterable 32-bit float textures, unorm10-10-10-2 vertex format, rgb10a2uint texture format, and more.
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Oh and slide with speaker notes are available here! Although you won't get all the goofiness that was on stage :P https://t.co/wekrbZRvjY
docs.google.com
What you can do with WebGPU Corentin Wallez & François Beaufort
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Gave a high-level tour of WebGPU and it's ecosystem at Antwerp with my friend @quicksave2k. The Youtube link is already live after just a couple hours, thank you @Devoxx for having us ❤️❤️❤️ https://t.co/fRhNvKanCz
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Check out WebGPU 🆚 WebGL at https://t.co/6m2d1EfSGu to learn more about their key differences. TLDR; Say 👋 goodbye to global state, sync, and headaches. Compute shaders, video frame processing, and more!🥇🏆
developer.chrome.com
Learn some tips for WebGL developers who are migrating to WebGPU.
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Here are the release notes for #WebGPU in Chromium 117: https://t.co/B46vzyKHZ0 Standing out among the small features and fixes are a fix for the caching of pipeline with implicit layouts so that pages using them should now start much quicker! (after the first load)
developer.chrome.com
Unset vertex buffer and bind group, make lost devices appear to function, and more.
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Had a great time with @gfxprogrammer and the ADBPodcast crew, chatting about graphics APIs! (including WebGPU of course ^^) Having never tried the podcast format before it was way more fun and fluid than I expected. Hopefully it is interesting to listen to too!
We've reached episode 200 of #ADBPodcast! This time, we chat with the WebGPU team about: 👍 The genesis and capabilities of WebGPU 👍 WGSL (WebGPU’s new shading language) 👍 The state of WebGL (the predecessor API for web GPU rendering) 👍 And more → https://t.co/oHLoSUlCmj
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