[–] xyzsparetimexyz 3y ago ↗ Not a very expansive post. Here's a few more things WebGPU is missing (at least on the web):- Push constants (wgpu has them as a native feature for all backends) (allows avoiding a uniform buffer write and bind)- Texture binding arrays (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) (allows for rendering multiple materials at the same time)- Multiview rendering (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) needed for WebXR bindings (https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/m...) [–] skohan 3y ago ↗ Push constants are a great example. Once you have worked with them it feels like a huge step backwards to go without.In some cases you can use an instance id and a buffer binding as a workaround, but it definitely feels like a hack.
[–] skohan 3y ago ↗ Push constants are a great example. Once you have worked with them it feels like a huge step backwards to go without.In some cases you can use an instance id and a buffer binding as a workaround, but it definitely feels like a hack.
2 comments
[ 3.4 ms ] story [ 14.3 ms ] thread- Push constants (wgpu has them as a native feature for all backends) (allows avoiding a uniform buffer write and bind)
- Texture binding arrays (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) (allows for rendering multiple materials at the same time)
- Multiview rendering (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) needed for WebXR bindings (https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/m...)
In some cases you can use an instance id and a buffer binding as a workaround, but it definitely feels like a hack.