GPU profiling for WebGPU workloads on Windows with Chrome
frguthmann.github.io
frguthmann.github.io
There are some occasional bugs but the author is very responsive on github and quick to fix issues.
Couldn't get anything useful out of PIX on the other hand.
http://kvark.github.io/wgpu/debug/test/ron/2020/07/18/wgpu-a...
The best we have is either SpectorJS (showing its age, WebGL only), trying to differentiate between app calls and browser calls in a native GPU debugger, or create an alternative, completly unrelated native version, to sanely use a GPU debugger.
The bigger issue is that WebGPU is basically dead on arrival for the same reasons WebGL is - it is impossible to get enough data to the client for it to actually matter, Awwwards-style design tricks notwithstanding.
I suppose browser vendors understand this and don't really care for either.
As an example, consider Infinity Blade, the poster child of mobile gaming: released in 2010, 595 MB download, 948 MB installed. Even the first version of WebGL is capable of providing this kind of experience, we just cannot get it to the user via browser.
Or Unreal Engine Citadel demo, originally done in Flash / C++.
GPU must therefore provide open API for proprietary processing space.
Magic “packets” are therefore possible to execute arbitrary functions on “sandboxed” DMA devices.
Still a problem until we can audit the hardware. NV, and to a lesser extent AMD and ARC play somewhat open with a few omnipotent cards in their pockets. The prime of the issue is that gamers don’t care, only security professionals do. Because they’re the ones who see the 0-days fly by every day.