|
|
|
|
|
by adrian17
578 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) |
|
[0] https://github.com/gpuweb/gpuweb/issues/4266