Migration from WebGL to WebGPU

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In this presentation, I'll explore the transition from WebGL to WebGPU, demonstrating how these changes affect game development. The talk will include practical examples and code snippets to illustrate key differences and their implications on performance and efficiency.

Dmitrii Ivashchenko
Dmitrii Ivashchenko
21 min
28 Sep, 2023

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Video Summary and Transcription

This talk explores the differences between WebGL and WebGPU, with a focus on transitioning from WebGL to WebGPU. It discusses the initialization process and shader programs in both APIs, as well as the creation of pipelines in WebGPU. The comparison of uniforms highlights the use of uniform buffers for improved performance. The talk also covers the differences in conventions between WebGL and WebGPU, including textures, viewport and clip spaces. Lastly, it mentions the differences in depth range and projection matrix between the two APIs.

Available in Español: Migración de WebGL a WebGPU

1. Introduction to WebGL and WebGPU

Short description:

In this talk, we will explore the differences between WebGL and the soon to be released WebGPU and learn how to get the project ready for transition. WebGL has a history that dates back to 1993, and the first stable version, WebGL 1.0, was released in 2011. WebGL 2.0, released in 2017, brought several improvements and new features. WebGPU, built on Vulkan, Direct3D 12, and Metal, has been making significant progress and is supported by several engines.

Hello, everyone. I am Dmitry Vaschenko, a Lead Software Engineer at My.Games. And in this talk, we will explore the differences between WebGL and the soon to be released WebGPU and learn how to get the project ready for transition.

Let's begin by exploring the timeline of WebGL and WebGPU, as well as the current state of WebGL and WebGPU. WebGL, similar to other technologies, has a history that dates back to the past. The desktop version of WebGL debuted way back in 1993. In 2011, WebGL 1.0 was released as the first stable version of WebGL. It was based on OpenGL ES 2.0, which was introduced in 2007. And this release allowed web developers to incorporate 3D objects into browsers without requiring extra plugins. In 2017, a new version of WebGL was introduced, called WebGL 2.0. And this version was released six years after the initial version, and was based on WebGL ES 3.0, which was released in 2012. WebGL 2.0 came with several improvements and new features, making it even more capable of producing powerful 3D graphics on the web.

Lately, there has been a growing interest in new graphics APIs that offers developers more control and flexibility. Three notable APIs here are Vulkan, Direct3D 12, and Metal. Together these three APIs create the foundation for WebGPU. Vulkan, developed by the Kronos Group, is a cross-platform API that provides developers with lower level access to graphics hardware resources. This allows for high performance applications with better control of graphics hardware. Direct3D 12, created by Microsoft, is exclusively for Windows and Xbox, obviously, and offers developers deeper control over graphics resources. And Metal, an exclusive API for Apple devices, which designed by Apple, of course, with maximum performance in mind of their hardware. WebGPU has been making significant progress lately. It has expanded to platforms like Mac, Windows and Chrome OS, now available in Chrome and aged 113 versions. And Linux and Android support is expected to be added soon. There are several engines that either support or are experimenting with WebGPU. For example, Babylon.js fully supports WebGPU, while Tree.js currently has experimental support. Play Canvas is still in development, but its future looks promising. And Unity made an announcement of early and experimental WebGPU support in alpha version 2023.2. Cocoa's Creator 3.6.2 officially supports WebGPU. And finally Construct is currently only supporting Chrome version 113 or later on Windows, MacOS and Chrome OS machines. Taking this into consideration, it seems like a wise move to start transitioning towards WebGPU or at least preparing projects for future transition. Now let's explore the main high-level differences.

2. Graphics API Initialization and Shader Programs

Short description:

When working with graphics APIs like WebGL and WebGPU, the first step is to initialize the main object for interaction. WebGL uses contacts to represent an interface for drawing on a specific HTML5 canvas element, while WebGPU introduces the concept of a device that provides more flexibility. In WebGL, the shader program is the primary focus, and creating a program involves multiple steps. However, this process can be complicated and error-prone.

And when beginning to work with graphics APIs, the first step is to initialize the main object for interaction. This project process has some differences between WebGL and WebGPU, which can cause some issues in both systems. In WebGL this object is called contacts. And this context represents an interface for drawing on an HTML5 canvas element. And obtaining these contacts is easy, but it's important to note that it's tied to a specific canvas. This means that if you need to render on multiple canvases, you will need multiple contacts.

And WebGPU introduces a new concept called device. The device represents a GPU abstraction that you will interact with. The initialization process is a bit more complex than in WebGL, but it provides more flexibility. One advantage of this model is that one device can render on multiple canvases or even none. This provides additional flexibility, allowing one device to control rendering in multiple windows or contexts.

WebGL and WebGPU are two distinct methods for managing and organizing the graphics pipeline. In WebGL, the primary emphasis is one on the shader program, which combines vertex and fragment shaders to determine how vertex is transformed and how each pixel is colored. To create a program in WebGL, you need to follow several steps. Firstly, you need to write and compile the source code for shaders. Next you need to attach the compiled shaders to the program and then link them. Next you need to activate the program before rendering. And lastly, you need to transmit data to the activated program. This process provides flexible control over graphics but can be complicated and prone to errors, particularly for large and complex projects.

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