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> The code runs on a variety of platforms [...] eventually the Web (when the browsers gain support for the API, which is also in our scope of work).

Have the big three confirmed intent to support WebGPU?

Also, what is the state of WebGL backend support for gfx-rs? I'm watching [0] eagerly. That would be a great practical step towards gfx-rs in browsers today.

0 - https://github.com/gfx-rs/gfx/pull/2554



> Have the big three confirmed intent to support WebGPU?

Mozilla is implementing it in Gecko, Google is implementing it in Blink, and Apple is implementing it in WebKit.

Now, implementing it doesn't guarantee they'll eventually ship it, but it would be surprising if they didn't.


As mentioned in the PR, I have a version of spirv_cross (the Rust wrapper of SPIRV-Cross) working with the wasm32-unknown-unknown target now (https://github.com/grovesNL/spirv_cross/pull/92).

So currently the plan is to finish the spirv_cross changes, expand the unified OpenGL/WebGL bindings (the crate I've been calling "glow"), and rebase the gfx PR with these changes. Then I think we should be able ready to merge the initial WebGL support, and we can keep iterating on it (like we've done with the other backends).


> Have the big three confirmed intent to support WebGPU?

Google, Apple, Microsoft, Mozilla, and Intel are the core of the working group.

> Also, what is the state of WebGL backend support for gfx-rs?

Since you are watching the actual work on the PR, I don't think there is more to tell :)




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