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.

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-...

What's New in WebGPU (Chrome 134)  |  Blog  |  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.

developer.chrome.com

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.

Shannon Woods 🦡🖥️👾@shannonin3d.bsky.social · 2y ago

Slang is now officially under open governance at Khronos, and what better way to celebrate than running Slang shaders directly in your browser with WebGPU? try.shader-slang.org You can also compile your shaders to a variety of targets including Metal and HLSL. I'm giddy to finally share this!

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)

What's next for WebGPU  |  Blog  |  Chrome for Developers

Learn about new AI and rendering features discussed at the latest GPU for the Web working group meeting.

developer.chrome.com