Open Bug 1982451 Opened 1 year ago Updated 25 days ago

WebGPU: Implement `texture-formats-tier1` and `texture-formats-tier2` device features

Categories

(Core :: Graphics: WebGPU, enhancement, P1)

enhancement

Tracking

()

People

(Reporter: ErichDonGubler, Unassigned)

References

(Depends on 2 open bugs, Blocks 1 open bug)

Details

(Keywords: webcompat:platform-bug)

No description provided.
Priority: -- → P4

@MikhailGorobets has said on GitHub (comment link):

… I’m not a Rust programmer and I’m not very familiar with the wgpu ecosystem, but as far as I understand, Firefox uses wgpu as the core of its WebGPU implementation. My WebGPU web app works in Chrome https://grenzwert.net, but unfortunately it doesn’t work in Firefox because texture-formats-tier1 isn’t available there. I can’t work around this — the application requires this feature.

A contributor to Three.js named Renaud has noted publicly some excitement to use this (link):

Three.js Blocks is getting the fastest Fluid Simulation ever built for the Web!

Powered by WebGPU texture-formats-tier2 with RGBA storage textures and read-write access (coming in Chrome 142 🚀).

And it’s just one simple node you can drop anywhere in your scene or Postprocess!

See Also: → webgpu-threejs

Just giving my upvote, these texture formats are nearly universally supported with only Firefox as an outlier https://web3dsurvey.com/webgpu/features/texture-formats-tier1 and are quite critical to compute intensive rendering pipelines.

Priority: P4 → P1
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