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Doesn't work on Firefox #4
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Nevermind, should of consulted this: https://developer.mozilla.org/en-US/docs/Web/API/WebGPU_API#browser_compatibility |
For anybody who's interested: Firefox is tracking this at bug 1917099. Looks like it's close to working! 😀 |
I did not test either nanite-webgpu nor frostbitten-hair-webgpu in Firefox, as webgpu is not available on release builds. However, both apps can render the first frame in Deno, which uses wgpu under the hood (same as firefox). Deno version:
"Render the first frame" is meant to be taken literary, there are a few hacks in the codebase to make it work. In both nanite-webgpu and frostbitten-hair-webgpu , there is a For example, bugzilla#1917099 mentions I've decided to not test it against Firefox canary, as I was curious how certain issues will be solved first. For example, comment from src/passes/_shaderSnippets/nagaFixes.ts:
I admit I did not check WGSL specification if this is allowed. It worked on Chrome and I Rendering only the first frame in Deno also means I removed occlusion culling. It's an optimization for subsequent frames based on the current frame's depth buffer. But as Deno only renders the first frame, I did not bother to port the code to firefox. Comment from depthPyramidPass::runtimeEnvSupportsDepthPyramid:
So yeah, this pass' shader (src/passes/depthPyramid/depthPyramidPass.wgsl.ts) does some questionable stuff. This is what (I assume) the last comment in bugzilla#1917099 refers to. Firefox will crash here, which is why I decided to wait for webgpu support in ff release version before I fix it. |
WGPU fixed the issue where runtime-known indices weren't usable with gfx-rs/wgpu#6188; that was also a WGSL spec. thing we were behind on. 😅 |
@Scthe: RE:
This is being fixed in gfx-rs/wgpu#6527! Once again, something we were behind on in the spec. 😅 |
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