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WebGPU is now available on Android

developer.chrome.com

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Re: WebGPU is now available on Android

#42
post #38
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%

I'm pretty sure the numbers on web3dsurvey are skewed. AFAICT only sizes about webgl and webgpu development are surveyed. To get real numbers you need their survey script to run on popular non-techie sites right?

It does favor users who have likely have better than average graphics devices, but it still is likely relatively right - especially as the numbers get high. It is based on ~250,000 data samples in the last week.

Re: WebGPU is now available on Android

#43
post #41
post #3

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

What features?

Personally, the ones I'm most looking forward to:

* Subgroup operations

* Push constants (available in wgpu, but not WebGPU the spec/web impl)

* u64 + atomic image ops

* Mesh shaders

* Raytracing

* Binding arrays / descriptor indexing + device buffer addresses

Re: WebGPU is now available on Android

#45
post #43
post #41

Earlier quoted context omitted.

What features?

Personally, the ones I'm most looking forward to: * Subgroup operations * Push constants (available in wgpu, but not WebGPU the spec/web impl) * u64 + atomic image ops * Mesh shaders * Raytracing * Binding arrays / descriptor indexing + device buffer addresses

Similar. I've done experiments with subgroups suggesting approximately a 2.5x speedup for sorting (using the WLMS technique of Onesweep). Binding arrays will be very helpful for rendering images in the compute shader. A caveat is that descriptor indexing is not supported on mid-old phones like Pixel 4, but it is on Pixel 6. I somewhat doubt device buffer address will be supported, as I think the security aspect is complicated (it resembles a raw pointer), but it's possible they'll figure out how to do it.

Re: WebGPU is now available on Android

#46

Earlier quoted context omitted.

"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".

Can you have an electron app without HTML elements? A pure WebGPU + Webassembly program?

YEah, but why wouldn't you want HTML CSS to render your ui.

I'm going to revisit electron / nw.js for games again this year. Last time I tried 4-5 years ago I could not get smooth animation with request animation frame.

Re: WebGPU is now available on Android

#47

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…

So there’s no real use case. Got it.

Re: WebGPU is now available on Android

#48

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".

You say no one wants that, then you describe doing exactly that.

If your “app” runs in a browser window—a window presented by a browser engine—it’s fundamentally a web page. (They’re two distinct words.)

Re: WebGPU is now available on Android

#49

> 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…

Meanwhile sleep() in js land is more of a suggestion when it comes to accuracy. Browser standards are strange.

Of course I mean setTimeout/interval because js doesn't even expose a sleep function.

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