▲ | adrian17 3 days 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 3 days ago | parent [-] | |||||||
I am referring primarily to the fact that a restricted subset of WebGPU is needed ('compatibility mode') to support D3D11 / GLES era hardware[0] | ||||||||
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