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WebGPU is now available on Android

developer.chrome.com

11–20 of 75 posts

Re: WebGPU is now available on Android

#11
post #9

>devices running Android 12 and greater powered by Qualcomm and ARM GPUs. So... won't work on any exynos, since they have the AMD RDNA3 arch? Do I get that right?

It should work on slightly older or lower end Exynos chips, which have ARM Mali GPUs. Their switch to AMD RDNA was a fairly recent thing, and so far it has only been integrated into their flagship-tier parts.

Re: WebGPU is now available on Android

#12
post #5

Nice! We just need Linux and iOS. And then we'll have somewhere around 80% support for WebGPU across all devices. I'm getting my numbers https://web3dsurvey.com/webgpu Android: 0.34% Chromium OS: 78.15% iOS: 0.09% Linux: 0.75% Mac OS: 54.43% Windows: 77.96%

According to [1] Android 12+ covers nearly 60% of all Android devices. That's more than I would have expected.

1: https://gs.statcounter.com/os-version-market-share/android/m... (Android 14 is still counted as "other")

Re: WebGPU is now available on Android

#13
What will be curious about WebGPU getting wider Android deployment is if it results in reducing the effect of variation in the drivers, which very much remain a headache. For example, WebGL type API implementations have had a somewhat flexible idea about data sizes and layout which due to the nature of WebGPU are much less acceptable there. One of the big wins of Vulkan has been that it has levelled the playing field somewhat and poor drivers have less of an impact.

I think a lot of people will be disappointed by what proportion of devices currently in the wild actually successfully make this jump because it is under appreciated the extent to which shortcuts have been taken. I look forward to the day I never have to think about the Mali GLSL compiler ever again.

Re: WebGPU is now available on Android

#15
> Timestamp queries allow WebGPU applications to measure precisely (down to the nanosecond) how much time their GPU commands take to execute compute and render passes

> ...

> Due to timing attack concerns, timestamp queries are quantized with a resolution of 100 microseconds, which provides a good compromise between precision and security.

I don't have a particular need of nanosecond granularity timestamps for WebGPU- there are other parts of the web stack where I could really use better time measurement- but I understand the security concern and it's far better to be safe than sorry.

But they quote two wildly different granularities in the same article, within a paragraph of each other...

Re: WebGPU is now available on Android

#18

What’s the actual utility of this for anyone that isn’t trying to replace native code with web pages? Is this ever going to be worth the no doubt massive investment it required?

"trying to replace native code with web pages? "

No one wants that. But many like to write their apps only for one plattform - and then still have them run allmost everywhere.

The web is the best we have to achieve this. And this will greatly improve the possibilities.

Edit: My app will soon finally use no more html elements. It is not a "webpage".

Re: WebGPU is now available on Android

#19

What’s the actual utility of this for anyone that isn’t trying to replace native code with web pages? Is this ever going to be worth the no doubt massive investment it required?

It should enable much more performant (and battery friendly) 3D content on the web. WebGL has a level of synchronization in the main render loop of the browser that is just not the right way to do it, and WebGPU fixes that.

Additionally it is more suited to GPU based compute, which can be used to accelerate neural network inferencing, though not quite as well as dedicated NN accelerators which are fairly common these days.

I would tend to agree that the business case for these things is not as strong as many would like though, and things have a distinct habit of ceasing to be interesting the moment they are widely achievable.

Re: WebGPU is now available on Android

#20
post #3

I'm really looking forward to 2034, when WebGPU features will catch up to 2024.

In 2034 it'll be as dead as Flash because of security issues.

Not really, that is not the problem of WebGPU. The worst you can do is crash the tab. With an unstable graphics driver, there might even be the option to crash the system but that's hardly a security issue, only an annoyance.
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