Corentin Wallez's Avatar

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.

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20.11.2024
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Latest posts by Corentin Wallez @kangz.net

Try pinging on the issue (couldn't find it) or on the wgpu matrix channels? The maintainers are very busy but are pretty responsive to the community.

(Dawn would also be a fine option but as you noted wgpu hasn't aligned with the common C header yet so the transition would take some effort)

20.02.2026 11:33 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
WebGPU Fundamentals Learn webgpu

webgpufundamentals.org is a very good one especially if you're doing JS.

17.12.2025 20:01 ๐Ÿ‘ 3 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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Add a reserved macro name that identies the origin of the header ยท Issue #563 ยท webgpu-native/webgpu-headers There's a lot of webgpu.h header flying around, between the one in this repo, Dawn's and wgpu's. We should have a reserved macro name, or some other mechanism that can be used to identify the origi...

Opened github.com/webgpu-nativ... and github.com/webgpu-nativ... we've just got this feedback from onnx-runtime as well.

16.10.2025 12:58 ๐Ÿ‘ 3 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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GitHub - beaufortfrancois/webgpu-cross-platform-app: WebGPU cross-platform app with CMake/Emscripten WebGPU cross-platform app with CMake/Emscripten. Contribute to beaufortfrancois/webgpu-cross-platform-app development by creating an account on GitHub.

Yeah I remember being @-ed on a few PRs and it looked messy and painful. We put a bunch of effort in making builds easier to integrate with CMake as well: github.com/beaufortfran... shows the minimal way to get something working with CMake with source-built Dawn as a submodule, and with Emscripten.

10.10.2025 07:33 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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GitHub - webgpu-native/webgpu-headers: webgpu.h - C version of the JS API, for both native and Wasm. A multi-vendor standard between Dawn/Emdawnwebgpu and wgpu-native. Designed primarily for binding i... webgpu.h - C version of the JS API, for both native and Wasm. A multi-vendor standard between Dawn/Emdawnwebgpu and wgpu-native. Designed primarily for binding into higher-level languages. - webgpu...

I'm obviously biased, but the webgpu.h API (all that the WebGPU backend needs) is supposed to be ABI stable now github.com/webgpu-nativ.... Dawn caught up with it and won't break it. Dawn prebuilts are done on Github CI (though old macOS fails?) and uploaded as artifacts that should be usable.

09.10.2025 20:02 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

We'd still want to do that automatically if possible by throttling the RAF callback so developers don't have to do that in-flight frame counting by default.

09.05.2025 13:04 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Chromium should have some frame throttling in place to avoid huge latency like that. Did you resort to manually throttling by adding stalls waiting for the GPU to finish (or keeping only a few frames in flight?) If you have a consistent repro please file an issue on issues.chromium.org.

09.05.2025 12:46 ๐Ÿ‘ 3 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

I remember how you had to use a minitel emulator of sorts to go check the results ^^ That site is a throwback to the 90s but it didn't exist or didn't show results back then.

29.04.2025 08:03 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Gecko: Intent to expose WebGPU in early beta Fx139 Gecko: Intent to expose WebGPU in early beta Fx139

Gecko: Intent to expose WebGPU in early beta Fx139

22.04.2025 21:07 ๐Ÿ‘ 8 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Storage textures are useful to get random access writes to the texturer where one shader invocation (fragment, but also compute) can write any texel (not just the one for its FS invocation) and multiple texels if it needs to. AMD SPD is an example, Nanite-like workloads another, etc.

14.04.2025 08:56 ๐Ÿ‘ 2 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding

Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding

02.04.2025 10:25 ๐Ÿ‘ 3 ๐Ÿ” 2 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload

Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload

02.04.2025 08:20 ๐Ÿ‘ 3 ๐Ÿ” 4 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

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

04.03.2025 16:16 ๐Ÿ‘ 4 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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What's New in WebGPU (Chrome 134) ย |ย  Blog ย |ย  Chrome for Developers Improve machine-learning workloads with subgroups, shader compilation time improvements on D3D12, remove float filterable texture types support as blendable, and more.

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-...

04.03.2025 16:12 ๐Ÿ‘ 2 ๐Ÿ” 1 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0
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Proposal: `formats-tier-1` extension ยท Issue #3837 ยท gpuweb/gpuweb Extension name subject to bikeshedding. The idea behind the name is that we'll have more tiers in the future for future formats/capabilities. This extension will enable the following: RENDER_ATTACH...

At the moment WebGPU supports only what's available on all devices of all the target APIs, which is limiting. There is a proposal to add additional "format tiers" github.com/gpuweb/gpuwe... which should come in the medium term since it is an agreed priority, see developer.chrome.com/blog/next-fo...

17.02.2025 13:55 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

Seems like a bug in a part of Chromium, could you file an issue on issues.chromium.org?

26.01.2025 21:45 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

The reason we are looking to add texel buffers to WebGPU github.com/gpuweb/gpuwe... is to allow 8 and 16-bit load/stores portably. Not all GPUs support that, so for WebGPU it's the more portable option. There would surely be a 16bit (int) and 8bit direct load/store extension as well in the future.

02.12.2024 16:46 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0

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.

22.11.2024 15:59 ๐Ÿ‘ 9 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0
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What's next for WebGPU ย |ย  Blog ย |ย  Chrome for Developers Learn about new AI and rendering features discussed at the latest GPU for the Web working group meeting.

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)

22.11.2024 15:55 ๐Ÿ‘ 7 ๐Ÿ” 1 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 1

Thanks to you and others for making the table, bookmarked, it's going to be soooo useful to understand how much reach additional WebGPU features will have before we start investigating them!

22.11.2024 15:50 ๐Ÿ‘ 1 ๐Ÿ” 0 ๐Ÿ’ฌ 0 ๐Ÿ“Œ 0

Is that using the debug utils you posted on Matrix? I didn't take the time to read them yet but they look really cool! github.com/magcius/WebG...

20.11.2024 16:14 ๐Ÿ‘ 0 ๐Ÿ” 0 ๐Ÿ’ฌ 1 ๐Ÿ“Œ 0