WebGPU is not a replacement for Vulkan (yet)
medium.com
medium.com
- Push constants (wgpu has them as a native feature for all backends) (allows avoiding a uniform buffer write and bind)
- Texture binding arrays (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) (allows for rendering multiple materials at the same time)
- Multiview rendering (https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associ...) needed for WebXR bindings (https://github.com/immersive-web/WebXR-WebGPU-Binding/blob/m...)
In some cases you can use an instance id and a buffer binding as a workaround, but it definitely feels like a hack.