WebGPU Error Handling best practices
toji.dev
toji.dev
They still have WGSL semantics to sort out, and there are a couple of issues postponed for post MVP 1.0.
At least now Chrome Canary for Android has WebGPU support as well, no need to mess with Vulkan directly.
Speculation: The spec is still a Working Draft aka: comments welcome from anyone, may drastically change. Chrome already intends to ship soon. It's quite possible that Chrome is rushing ahead as usual even though the spec hasn't been fully finalized.
(And in FF nightly, it's more like "not enabled, no ETA" than "spotty")
Is it tho? What is the overhead of passing data across the boundary? What is the limit of the number of draw calls you can make, and how does it compare to a native vulkan or metal rendering loop?
I think what OP meant to write is: "this is necessary to avoid blocking the main UI thread because JS is single threaded, while process isolation is needed because GPU APIs are insecure and buggy".