lwjgl3
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wgpu bindings
With OpenGL slowly falling into decline, and more modern APIs being too complex for most users, there's a need to bridge the gap between the simplicity of GL and the complexity of VK. Besides being developed as a web standard, WebGPU is a candidate to bridge this gap in the native space.
-
gfx-rs/wgpu-native
is a native implementation of WebGPU with a C API. - It's based on the WebGPU standard.
I think this can leverage the work done to cross-compile WebGPU/Dawn for Mach Engine.
Would this help with Android support? https://github.com/LWJGL/lwjgl3/issues/715
I'd like to bump this as an item of interest - with WebGPU starting to roll out across browsers, it seems to be approaching a stability point. Maintenance/portability costs are mitigated somewhat by having two independent implementations (wgpu-native
& dawn
), and the API surface is simple (single header, maybe dual header in the case of wgpu-native
if there's anything of interest in wgpu.h
). It might even be feasible to generate bindings to both implementations and allow users to select one at runtime to better address the platform support disparities that may arise between two competing implementations.
Is there a support plan for webgpu?