Yes, if you need a cross platform graphics API with maximum compatibility today, an OpenGL ES 2.0 context provided by ANGLE is what you should use (or ES 3.0 if dropping support for very old hardware is OK). Not only does ANGLE have very wide platform support, including platforms that don't natively support OpenGL ES, but it will behave the same everywhere, which is something even OpenGL has always struggled with when using platform/driver implementations instead of ANGLE (check out Chromium's list of driver bug workarounds: https://chromium.googlesource.com/chromium/src/+/HEAD/gpu/co...). And ANGLE is used by all three major web browsers in their WebGL implementations so it is guaranteed to be maintained essentially forever.
Eventually WebGPU will get there too, but it will take time.
Google's native implementation of WebGPU, Dawn, has DirectX/Metal/Vulkan backends, as well as fallback to OpenGL when not available. So it's already ubiquitous today, you just can't use it in the browser (yet)
modeless|4 years ago
Eventually WebGPU will get there too, but it will take time.
slimsag|4 years ago