WebGPU: Implement `texture-formats-tier1` and `texture-formats-tier2` device features
Categories
(Core :: Graphics: WebGPU, enhancement, P1)
Tracking
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People
(Reporter: ErichDonGubler, Unassigned)
References
(Depends on 2 open bugs, Blocks 1 open bug)
Details
(Keywords: webcompat:platform-bug)
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Updated•1 year ago
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Updated•1 year ago
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Updated•8 months ago
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Comment 1•8 months ago
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@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-tier1isn’t available there. I can’t work around this — the application requires this feature.
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Comment 2•1 month ago
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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!
Comment 3•1 month ago
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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.
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Updated•28 days ago
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Updated•28 days ago
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Updated•28 days ago
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Updated•25 days ago
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Description
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