Hey Ashley, Happy to talk in more detail outside of the I2S thread. In general WebGPU optional features are optional as they can depend on hardware capabilities. The only guarantee is that around texture compression where the following must be true: BC || (ETC2 && ASTC). For shader-float16 for example, we are planning to have it implemented around the V1 timeframe, but it can't be universal as it depends on hardware capabilities and platform compiler support (which is the blocking part of your setup). For F16 one solution to bridge availability is to use type aliases: you can do `type maybe_f16 = f16;` or the same with f32 and use `maybe_f16` everywhere.
Hopefully this helps, but in general after V1 we should have a clear roadmap to give visibility to the ecosystem. Cheers, Corentin On Thu, Jan 12, 2023 at 11:55 AM Ashley Gullen <[email protected]> wrote: > Can I ask what the release schedule is for the various WebGPU extensions > as well? It's not currently clear to me which extensions are planned to be > shipped with the first release of WebGPU and which are to be implemented > later down the line. > > As of today's Canary 111.0.5534.0 on Windows 11 with a nVidia GeForce GTX > 1070, I can see the following adapter features: indirect-first-instance, > texture-compression-bc, depth32float-stencil8, rg11b10ufloat-renderable > However the current spec's feature index lists 5 other extensions, notably > including shader-f16 and timestamp-query. I'm particularly interested in > the status of shader-f16, as our product allows for third-party shaders, > and I want to avoid any backwards compatibility complications if it's > introduced later down the line. But I'm also not clear if the OS/hardware > combo is meant to support this too. > > As a WebGPU developer it would be useful to see official documentation > somewhere of the individual development/shipping status for each WebGPU > extension. > > Thanks for all the great work on WebGPU! > > > On Wed, 11 Jan 2023 at 17:57, Corentin Wallez <[email protected]> > wrote: > >> Thank you everyone for the LGTMs! >> >> We're super excited to get a high-quality WebGPU implementation in >> developer's hands! The list of issues we are tracking on the implementation >> side are >> <https://bugs.chromium.org/p/dawn/issues/list?q=Milestone%3DV1&can=2> >> these >> <https://bugs.chromium.org/p/tint/issues/list?q=Milestone%3DV1&can=2> >> three >> <https://bugs.chromium.org/p/chromium/issues/list?q=Proj%3DWebGPU-Milestone-V1&can=2> >> (for >> the three parts that make WebGPU) and we expect to fix most issues before >> shipping, with clear rational of why the ones that aren't can be delayed. >> Of course we expect to find new issues as we keep expanding the test suite >> but will add them to the bug trackers I just linked for V1 tracking as well. >> >> On Wednesday, January 11, 2023 at 6:18:17 PM UTC+1 Yoav Weiss wrote: >> >>> LGTM3 >>> >>> On Wed, Jan 11, 2023 at 6:06 PM Rick Byers <[email protected]> wrote: >>> >>>> We discussed in the API owner meeting and agree that we are impressed >>>> with all the work that's gone into interoperability here and the broad >>>> general support across implementers. We have high confidence that the team >>>> is setting an appropriately high quality bar both for shipping and for >>>> ongoing updates and interoperability improvements post-ship. So LGTM2 to >>>> ship whenever the team feels it's ready. >>>> >>>> This feature has been a long time in the making and I'm excited to see >>>> it launch ASAP, great work! >>>> >>>> Rick >>>> >>>> On Wed, Jan 11, 2023 at 11:52 AM slightlyoff via Chromestatus < >>>> [email protected]> wrote: >>>> >>>>> An enthusiastic LGTM1 from me. 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