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EntityQ28957081· pop 9· linked from 496 articles

Browser-Grafikschnittstelle

Source code

This is the repository for the W3C GPU for the Web Community Group WebGPU API and WebGPU Shading Language (WGSL) specifications. This specification is formally standardized by the W3C GPU for the Web Working Group. We use the wiki and issue tracker as the main sources of information related to the work. This repository will hold the actual specification, examples, etc. Membership in the Community Group is open to anyone. We especially encourage hardware vendors, browser engine developers, 3d software engineers and any Web Developers with expertise in graphics to participate. You'll need a W3C account to join, and if you're affiliated with a W3C member, your W3C representative will confirm your participation. If you're not a W3C member, you're still welcome. All participants are required to agree to the Contributor License Agreement. Our primary public chat channel is via Matrix (what is matrix?) at WebGPU:matrix.org. For asynchronous concerns, we use GitHub for both our issue tracker and our discussions forum. Both the Community Group and the Working Group have W3C email lists as well, though these are largely administrative.

Excerpt from the source-code README · 2,567 chars · not written by Vinony

Wikidata facts

Instance of
project
Founded by
Apple Inc.
Official website
webgpu.io
Image
WebGPU logo.svg
Show 2 more facts
source code repository URL
github.com/gpuweb/gpuweb
copyright license
3-clause BSD License
Sources (4)

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Article · Deutsch

WebGPU ist der Arbeitstitel eines zukünftigen Web-Standards sowie JavaScript API für hardwarenahe, beschleunigte Grafik- und Compute-Berechnungen mit dem Ziel, WebGL abzulösen. Die Entwicklung findet in der W3C GPU for the Web Community Group durch Softwareingenieure von Apple, Mozilla, Microsoft, Google und weiteren statt. Im Gegensatz zu WebGL, welches auf OpenGL ES basierte, ist WebGPU keine direkte Portierung einer bereits existierenden Grafikschnittstelle. Sie ist dennoch angelehnt an Konzepte der hardwarenahen Schnittstellen Vulkan, Metal und Direct3D 12. Von den Geschwindigkeitsgewinnen sollen sowohl mobile Endgeräte als auch Desktop-Plattformen profitieren.

Abstract from DBpedia / Wikipedia · CC BY-SA

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