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WebGPU Fundamentals

webgpufundamentals.org

1–10 of 211 posts

Re: WebGPU Fundamentals

#4
post #2

I have been trying to add WebGPU support to https://www.fciv.net - however the Three.js 3D engine I'm using isn't ready for WebGPU yet, and no current browsers support WebGPU yet.

Chrome supports webgpu on desktop.

Right now it's in beta (Chromium 113), stable support is planned for 26th of April

Re: WebGPU Fundamentals

#5
I haven't kept up with WebGPU. As a more casual web user (and not a web developer) usually these features introduce more annoying webpages, as well as some new way to be fingerprinted as you move across the internet. Can anyone comment on this? Are there privacy mitigations that users should be enforcing to ensure their privacy is kept intact?

Re: WebGPU Fundamentals

#6
The WebGL equivalent sites were a delight to go through; So well structured and thoughtfully displayed. It's so great to find a resource you can put some trust in amongst all the outdated and fragmented code out there.

Looking forward to ploughing through this when I have the free time to.

Re: WebGPU Fundamentals

#7

I haven't kept up with WebGPU. As a more casual web user (and not a web developer) usually these features introduce more annoying webpages, as well as some new way to be fingerprinted as you move across the internet. Can anyone comment on this? Are there privacy mitigations that users should be enforcing to ensure their privacy is kept intact?

You can disable JavaScript or WebGPU in browser prefs. (Once it ships...)

Re: WebGPU Fundamentals

#9
This is great! I have been meaning to get more into WebGPU!

One question: Does anyone know more details about the Firefox WebGPU story? Even on this site's homepage, if you access it from Chromium with WebGPU enabled, you get nice floating rotating triangles, if you access it from Firefox stable, you get, understandably, static triangles. But if you access from Firefox nightly, with WebGPU enabled, you get a dark background and the error:

    TypeError: navigator.gpu.getPreferredCanvasFormat is not a function

Re: WebGPU Fundamentals

#10
How do I render text with GPU? Do I render text on texture with CPU and then send that texture to GPU? Do I vectorize it and draw millions of tiny triangles to approximate those vectors? It's interesting for me to explore WebGPU as a canvas for app development, but it's not obvious to me how to draw text and text is everywhere.
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