Besides, if JS interop were the driving concern, 64-bit doubles would be the default, since that's what JS numbers are.
[0] https://developer.mozilla.org/en-US/docs/Web/JavaScript/Refe...
BigInt is now available on Firefox and Chrome (with JSC/Safari support in the works). That gives arbitrarily-large integers (with the JIT deciding the best size.
None of the mobile GPU vendors (Apple, ARM Mali, Qualcomm, PVR, BroadCom) support it. You can see that here, where the only vendors supporting shaderFloat64 in Vulkan are desktop GPUs. http://vulkan.gpuinfo.org/listdevicescoverage.php?feature=sh...
[1]: https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Scalars
[2]: https://www.khronos.org/registry/OpenGL/extensions/ARB/ARB_g...
Unfortunately it is not exposed in Firefox or Chrome, even if the underlying hardware supports it. I think this is creating a chicken and egg problem - if WebGL were to actually support the capabilities of the underlying hardware, maybe there would be more interest in deploying 64-bit extensions on other platforms like mobile. Even emulated support would be a win, compared to having every developer emulate fp64/i64 themselves in GLSL.
So I am also disappointed in this proposal's failure to mention 64-bit support, even as an extension. At least they're reserving the keywords, I guess.
The data types are prefixed with "d", so you have vec4 for float[4], and dvec4 for double[4].
Add that fact that mobile GPUs and some Intel GPUs don't support it in hardware at all, it makes a lot of sense to leave fp64 out of WebGPU.
Edit: and most of the rest are Intel.
It would be interesting to see a graphics API designed to cover a range of 100 000x in performance.
Looks like Nvidia TNT had 2 GB/s of memory bandwidth in 1998 and the high end current ones have ~300-600 GB/s. That's just two orders of magnitude difference. Current fast mobile GPUs seem to get 40 GB/s so that plops to about the middle of the historical PC dGPU range, and is just 1 order of magnitude less than dGPUs.
WebGL mostly serves people with Intel/mobile GPUs, so will probably WebGPU if it is to survive, even though it aims to do better on the high end GPUs as well.