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

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...

rsvp.withgoogle.comWebGPU meetupStandardization can often feel opaque from the outside, so we are organizing this informal, community-driven gathering right after the official GPU for the Web Working Group event.

Aaaand we'll disable WGSL @depth for now because we found an unexpected issue when using it with @builtin(position) when targeting HLSL.

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).

The API isn't final yet but should keep the same general shape and add support for additional bindless types and more control over memory barriers.

bufferView reinterprets the data in a storage buffer as pointer to any type, allowing heterogeneous data without having to pack/unpack from an array<u32>. Shaders can use immediates (aka push constants, in 150) as offsets to load the material / object / ... data suballocated in big buffers.

We're making good progress on bindless. Together with features that we added recently (bufferView, immediates, let-assign handles) or are in progress (atomic 64 bit, multiDrawIndirect) they form a package for GPU-driven rendering with WebGPU!

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...

discussions.unity.comWebGPU out of experimental in Unity 6.6Greetings from the Web Graphics team! We’re excited to share a milestone we’ve been working toward since the first early-access build: as of Unity 6000.6, the WebGPU graphics API is no longer experim...

🚀 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]

forms.gleWebGPU Developer Survey 2026The WebGPU / WGSL standardization group is meeting in November and your feedback will help shape the agenda and prioritize future developments of the API and language. Results will be summarized and ...

🤝 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]

rsvp.withgoogle.comWebGPU meetupStandardization can often feel opaque from the outside, so we are organizing this informal, community-driven gathering right after the official GPU for the Web Working Group event.

In other WebGPU news, it is now possible to test WebGPU with WebXR in Chrome Canary.

Brandon Jones@toji.dev

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-...

developer.chrome.comWhat's New in WebGPU (Chrome 134)  |  Blog  |  Chrome for DevelopersImprove machine-learning workloads with subgroups, shader compilation time improvements on D3D12, remove float filterable texture types support as blendable, and more.

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.

Shannon Woods 🦡🖥️👾@shannonin3d.bsky.social

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)

developer.chrome.comWhat's next for WebGPU  |  Blog  |  Chrome for DevelopersLearn about new AI and rendering features discussed at the latest GPU for the Web working group meeting.

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