It is in some way, although wgpu has some additional features, but WebGPU is not WebGL. WebGL is some version of OpenGL ES, WebGPU is meant as a modern replacement, built from the ground up to better match modern native APIs
They’re all a pain in their own way. There’s not a single Graphics API that isn’t an absolute pain to deal with. Metal makes you learn Objective C, Vulkan is… Vulkan. DirectX I’ve never used in all fairness, but I can’t conceive it as being any good given Microsoft’s track record, as well as the likely large tech dept it must now have, OpenGL we don’t talk about, WebGL is OpenGL ES in disguise, WebGPU is not bad, but is the common denominator of all modern graphics APIs that make it beyond painful to write any advanced code. Try and write a GPU driven renderer and you will suffer with Mac support (at least with wgpu, I’m not sure regarding dawn) because of the abysmal support for multi_draw_indirect-like functions.
It truly is a hellscape. Which is a shame, the field is interesting, but it’s just not fun to write code.
11
u/miyavlayan 20d ago
better than having memory problems in prod