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Corentin Wallez

@kangz.net
121 followers 98 following 26 posts

Also @DaKangz@mastodon.gamedev.place Graphics plumber @Google . WebGPU, ANGLE, Vulkan and 3D stuff. He/him. Opinions expressed are my own.

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Corentin Wallez @kangz.net · 18/09/2026
The WebGPU survey will drive prioritization for the standardization group and your input would be extremely valuable (bindless is already in progress ^^). forms.gle/H57wGhsTFjQb...
forms.gle
WebGPU Developer Survey 2026
The WebGPU / WGSL standardization group is meeting in November and your feedback will help shape the agenda and prioritize future developments of the API and language. Results will be summarized and ...
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Corentin Wallez @kangz.net · 18/09/2026
In case you missed it, the WebGPU meetup is happening in Paris Nov 5th. Register at rsvp.withgoogle.com/events/webgp... The call for talks is still open until next Wednesday! forms.gle/AEi5JS59T1se...
rsvp.withgoogle.com
WebGPU meetup
Standardization can often feel opaque from the outside, so we are organizing this informal, community-driven gathering right after the official GPU for the Web Working Group event.
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Corentin Wallez @kangz.net · 17/09/2026
We're making good progress on bindless. Together with features that we added recently (bufferView, immediates, let-assign handles) or are in progress (atomic 64 bit, multiDrawIndirect) they form a package for GPU-driven rendering with WebGPU!
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Corentin Wallez @kangz.net · 17/09/2026
bufferView reinterprets the data in a storage buffer as pointer to any type, allowing heterogeneous data without having to pack/unpack from an array<u32>. Shaders can use immediates (aka push constants, in 150) as offsets to load the material / object / ... data suballocated in big buffers.
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Corentin Wallez @kangz.net · 17/09/2026
Chromium (in 154) now supports assigning to swizzles in WGSL, a common shader feature that was missing but difficult to make 100% well-specified when used with side-effects. The addition of bufferView in WGSL (in 153) is a much more important addition though! developer.chrome.com/blog/new-in-...
developer.chrome.com
What's New in WebGPU (Chrome 153-154)  |  Blog  |  Chrome for Developers
Buffer view, swizzle assignment, and WGSL extension updates.
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Reposted by Corentin Wallez
Brendan Duncan @brendanduncan.bsky.social · 29/08/2026
For the last 5 years I've been working to bring #WebGPU to #Unity. It started as a side "what if" project, became a hackweek project where the first triangle was rendered. As of Unity 6.6, it's officially supported! It was awesome deleting the Experimental tag! discussions.unity.com/t/webgpu-out...
discussions.unity.com
WebGPU out of experimental in Unity 6.6
Greetings from the Web Graphics team! We’re excited to share a milestone we’ve been working toward since the first early-access build: as of Unity 6000.6, the WebGPU graphics API is no longer experim...
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Corentin Wallez @kangz.net · 19/08/2026
🎤 Propose a Session Building something cool with WebGPU or have an exciting topic to share? We want to hear from you! Step up to present at the meetup 👇 👉 Apply to speak: forms.gle/AEi5JS59T1se... [3/3]
forms.gle
WebGPU Meetup Speaker Application Form
Thank you for your interest in presenting at our WebGPU Meetup. Please fill out this form to submit your session proposal.
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Corentin Wallez @kangz.net · 19/08/2026
🤝 Join the Community Meetup On the evening of Nov 5th, we’re hosting an informal gathering right after the Working Group event. Come hang out, talk tech, and connect with fellow devs and WebGPU implementers! 👉 Register: rsvp.withgoogle.com/events/webgp... [2/3]
rsvp.withgoogle.com
WebGPU meetup
Standardization can often feel opaque from the outside, so we are organizing this informal, community-driven gathering right after the official GPU for the Web Working Group event.
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Corentin Wallez @kangz.net · 19/08/2026
🚀 The WebGPU Working Group is meeting in Paris this November, and they need your real-world insights to shape the future of the standard! Tell us what works well and what needs improvement 👇 📊 Take the survey: forms.gle/H57wGhsTFjQb... [1/3]
forms.gle
WebGPU Developer Survey 2026
The WebGPU / WGSL standardization group is meeting in November and your feedback will help shape the agenda and prioritize future developments of the API and language. Results will be summarized and ...
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Corentin Wallez @kangz.net · 20/02/2026
Try pinging on the issue (couldn't find it) or on the wgpu matrix channels? The maintainers are very busy but are pretty responsive to the community. (Dawn would also be a fine option but as you noted wgpu hasn't aligned with the common C header yet so the transition would take some effort)
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Corentin Wallez @kangz.net · 17/12/2025
webgpufundamentals.org is a very good one especially if you're doing JS.
webgpufundamentals.org
WebGPU Fundamentals
Learn webgpu
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Corentin Wallez @kangz.net · 16/10/2025
Opened github.com/webgpu-nativ... and github.com/webgpu-nativ... we've just got this feedback from onnx-runtime as well.
github.com
Add a reserved macro name that identies the origin of the header · Issue #563 · webgpu-native/webgpu-headers
There's a lot of webgpu.h header flying around, between the one in this repo, Dawn's and wgpu's. We should have a reserved macro name, or some other mechanism that can be used to identify the origi...
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Corentin Wallez @kangz.net · 10/10/2025
Yeah I remember being @-ed on a few PRs and it looked messy and painful. We put a bunch of effort in making builds easier to integrate with CMake as well: github.com/beaufortfran... shows the minimal way to get something working with CMake with source-built Dawn as a submodule, and with Emscripten.
github.com
GitHub - beaufortfrancois/webgpu-cross-platform-app: WebGPU cross-platform app with CMake/Emscripten
WebGPU cross-platform app with CMake/Emscripten. Contribute to beaufortfrancois/webgpu-cross-platform-app development by creating an account on GitHub.
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Corentin Wallez @kangz.net · 09/10/2025
I'm obviously biased, but the webgpu.h API (all that the WebGPU backend needs) is supposed to be ABI stable now github.com/webgpu-nativ.... Dawn caught up with it and won't break it. Dawn prebuilts are done on Github CI (though old macOS fails?) and uploaded as artifacts that should be usable.
github.com
GitHub - webgpu-native/webgpu-headers: webgpu.h - C version of the JS API, for both native and Wasm. A multi-vendor standard between Dawn/Emdawnwebgpu and wgpu-native. Designed primarily for binding i...
webgpu.h - C version of the JS API, for both native and Wasm. A multi-vendor standard between Dawn/Emdawnwebgpu and wgpu-native. Designed primarily for binding into higher-level languages. - webgpu...
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Corentin Wallez @kangz.net · 09/05/2025
We'd still want to do that automatically if possible by throttling the RAF callback so developers don't have to do that in-flight frame counting by default.
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Corentin Wallez @kangz.net · 09/05/2025
Chromium should have some frame throttling in place to avoid huge latency like that. Did you resort to manually throttling by adding stalls waiting for the GPU to finish (or keeping only a few frames in flight?) If you have a consistent repro please file an issue on issues.chromium.org.
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Corentin Wallez @kangz.net · 29/04/2025
I remember how you had to use a minitel emulator of sorts to go check the results ^^ That site is a throwback to the 90s but it didn't exist or didn't show results back then.
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Reposted by Corentin Wallez
IntentToShip @intenttoship.dev · 22/04/2025
Gecko: Intent to expose WebGPU in early beta Fx139
groups.google.com
Gecko: Intent to expose WebGPU in early beta Fx139
Gecko: Intent to expose WebGPU in early beta Fx139
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Corentin Wallez @kangz.net · 14/04/2025
Storage textures are useful to get random access writes to the texturer where one shader invocation (fragment, but also compute) can write any texel (not just the one for its FS invocation) and multiple texels if it needs to. AMD SPD is an example, Nanite-like workloads another, etc.
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Reposted by Corentin Wallez
IntentToShip @intenttoship.dev · 02/04/2025
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload
groups.google.com
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload
Blink: Intent to Ship: WebGPU: copyBufferToBuffer overload
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Reposted by Corentin Wallez
IntentToShip @intenttoship.dev · 02/04/2025
Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding
groups.google.com
Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding
Blink: Intent to Ship: WebGPU: GPUTextureView for externalTexture binding
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Corentin Wallez @kangz.net · 04/03/2025
In other WebGPU news, it is now possible to test WebGPU with WebXR in Chrome Canary.
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Corentin Wallez @kangz.net · 04/03/2025
Subgroup operations are the only new feature in Chrome 134 but it's a big one! It lets shaders share data efficiently between invocations even faster than using workgroup memory in compute, and can be used inside vertex/fragment shader as well. Read more here: developer.chrome.com/blog/new-in-...
developer.chrome.com
What's New in WebGPU (Chrome 134)  |  Blog  |  Chrome for Developers
Improve machine-learning workloads with subgroups, shader compilation time improvements on D3D12, remove float filterable texture types support as blendable, and more.
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Corentin Wallez @kangz.net · 17/02/2025
At the moment WebGPU supports only what's available on all devices of all the target APIs, which is limiting. There is a proposal to add additional "format tiers" github.com/gpuweb/gpuwe... which should come in the medium term since it is an agreed priority, see developer.chrome.com/blog/next-fo...
github.com
Proposal: `formats-tier-1` extension · Issue #3837 · gpuweb/gpuweb
Extension name subject to bikeshedding. The idea behind the name is that we'll have more tiers in the future for future formats/capabilities. This extension will enable the following: RENDER_ATTACH...
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Corentin Wallez @kangz.net · 26/01/2025
Seems like a bug in a part of Chromium, could you file an issue on issues.chromium.org?
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Corentin Wallez @kangz.net · 02/12/2024
The reason we are looking to add texel buffers to WebGPU github.com/gpuweb/gpuwe... is to allow 8 and 16-bit load/stores portably. Not all GPUs support that, so for WebGPU it's the more portable option. There would surely be a 16bit (int) and 8bit direct load/store extension as well in the future.
github.com
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Corentin Wallez @kangz.net · 22/11/2024
Considering that just a month ago WebGPU support in Slang was still WIP, this is great news! We need better shading languages and Slang looks like it could finally be it! I'm also rooting for WGSL to gain a lot of modern niceties, but being a standard, it will obviously take longer.
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Corentin Wallez @kangz.net · 22/11/2024
Hey everyone, I'll start posting WebGPU related things here! The last WebGPU F2F meeting was a great time to review priorities for future WebGPU/WGSL features and agree to make WebGPU more than just an "editor's draft". Read more at developer.chrome.com/blog/next-fo...! (spoilers: AI and bindless)
developer.chrome.com
What's next for WebGPU  |  Blog  |  Chrome for Developers
Learn about new AI and rendering features discussed at the latest GPU for the Web working group meeting.
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Corentin Wallez @kangz.net · 22/11/2024
Thanks to you and others for making the table, bookmarked, it's going to be soooo useful to understand how much reach additional WebGPU features will have before we start investigating them!
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Corentin Wallez @kangz.net · 20/11/2024
Is that using the debug utils you posted on Matrix? I didn't take the time to read them yet but they look really cool! github.com/magcius/WebG...
github.com
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