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erichdongubler | 1 year ago
There is a _lot_ of work to do still to make sure we comply with the spec. in a way that's acceptable to ship in a browser. We're 90% of the way there in terms of functionality, but the last 10% of fixing up spec. changes in the last few years + being significantly more resourced-constrained (we have 3 full-time folks, Chrome has/had an order of magnitude more humans working on WebGPU) means we've got our work cut out for us.
If you're interested if your use cases work already a consumer of WebGPU in JS on Firefox, you can:
- Follow the `Platform Graphics: WebGPU` component in Bugzilla ([0]).
- CC yourself on the `webgpu-v1`[0] bug and its dependent meta bugs (which aggregate yet more work). These get updated every so often to recognize the (ahem) ever-growing list of things we have to do in Firefox.
- Try things out in Nightly, and file issues to help us prioritize things!
[0]: https://bugzilla.mozilla.org/buglist.cgi?component=Graphics%...
raphlinus|1 year ago
koolala|1 year ago
Can't wait to see WebGL / WebGL2 / WebGPU performance benchmark tables comparing all the browser and platforms when it ships everywhere.
Joel_Mckay|1 year ago
The whole sandbox HID scope capture issue is a core problem that needs resolved.
Best of luck =3
lukan|1 year ago
shmerl|1 year ago