The agenda for the Nov 5th WebGPU Paris Meetup is live! We'll have many exciting talks covering rendering, AI, native WebGPU on mobile devices and more. I'll also give updates on the spec and browser highlights. Check out the detailed schedule and register here! rsvp.withgoogle.com/events/webgp...
Corentin Wallez
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.
124 followers98 following31 posts
Lots of new features in WebGPU developer.chrome.com/blog/new-in-... - WGSL @depth to keep early-Z - Unaligned compressed texture thanks to @castano.mastodon.gamedev.place.ap.brid.gy - Bindless blog and demo from @toji.dev - srgb/display-p3-linear colorspaces - snorm10-10-10-2 vertex format
Brandon made the first ever use of bindless in WebGPU! Making things look simple takes a lot of effort: I've been iteraating on the design for 1.5 years at this point and so it's really cool to see it running for real in the browser (and not just Dawn unittests).
Wrote a blog post about using WebGPU's upcoming bindless texture sampling feature, with an accompanying demo! toji.dev/2026/10/06/w...
In case you missed it, the WebGPU meetup is happening in Paris Nov 5th. Register at rsvp.withgoogle.com/events/webgp... The call for talks is still open until next Wednesday! forms.gle/AEi5JS59T1se...
The WebGPU survey will drive prioritization for the standardization group and your input would be extremely valuable (bindless is already in progress ^^). forms.gle/H57wGhsTFjQb...
Chromium (in 154) now supports assigning to swizzles in WGSL, a common shader feature that was missing but difficult to make 100% well-specified when used with side-effects. The addition of bufferView in WGSL (in 153) is a much more important addition though! developer.chrome.com/blog/new-in-...
Corentin Wallez reposted
For the last 5 years I've been working to bring #WebGPU to #Unity. It started as a side "what if" project, became a hackweek project where the first triangle was rendered. As of Unity 6.6, it's officially supported! It was awesome deleting the Experimental tag! discussions.unity.com/t/webgpu-out...
🚀 The WebGPU Working Group is meeting in Paris this November, and they need your real-world insights to shape the future of the standard! Tell us what works well and what needs improvement 👇 📊 Take the survey: forms.gle/H57wGhsTFjQb... [1/3]
🤝 Join the Community Meetup On the evening of Nov 5th, we’re hosting an informal gathering right after the Working Group event. Come hang out, talk tech, and connect with fellow devs and WebGPU implementers! 👉 Register: rsvp.withgoogle.com/events/webgp... [2/3]
🎤 Propose a Session Building something cool with WebGPU or have an exciting topic to share? We want to hear from you! Step up to present at the meetup 👇 👉 Apply to speak: forms.gle/AEi5JS59T1se... [3/3]
Corentin Wallez reposted
Gecko: Intent to expose WebGPU in early beta Fx139
Corentin Wallez reposted
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload
Corentin Wallez reposted
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
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.
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!
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)
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