I am incredibly proud to announce that #WebGPU on Firefox has _officially_ gotten onto the train for stable release in Firefox 141 on Windows! More details to come when it actually releases, but...I'm so stoked, I couldn't _not_ post about it.
More platforms to come soon, my team hopes.
Hopefully we'll see #bevy / @bevy shipping to Firefox soon, eh?
Just a thought, from a knuckle-dragging biology scientist. TL;DR: I believe there is scope to make the hosting of a peertube instance even more lightweight in the future.
I read some time ago of people using #webAssembly to transcode video in a user's web-browser. https://blog.scottlogic.com/2020/11/23/ffmpeg-webassembly.html
Since then, I believe #WebGPU has done/is doing some clever things to improve the browser's access to the device's GPU.
I have not seen any #peertube capability that offloads video transcoding to the user in this way.
I imagine, though, that this would align well with peertube's agenda of lowering the bar to entry into web-video hosting, so I cannot help but think that this will come in time.
My own interest is seeing a #Piefed (activitypub) instance whose web-pages could #autotranslate posts into the user's own language using the user's own processing power... One day, maybe!
Thank you again for all your hard work; it is an inspiration.
Earlier this month, @lolaodelola gave a talk on how web standards can unintentionally exclude users—especially those with disabilities or limited tech access.
Through examples like autoplay, frames, #WebGPU, and #CSS carousels, Lola demonstrates how assumptions in design can create barriers.
The @tag 's "Societal Impact Questionnaire" prompts spec creators to consider who might be excluded: https://w3ctag.github.io/societal-impact-questionnaire/ (draft note)
Watch "The Web and the Digital Divide": https://youtu.be/SYU4fb9sTTs
wgpu: A cross-platform, safe, pure-Rust graphics API.
「 wgpu is a cross-platform, safe, pure-rust graphics API. It runs natively on Vulkan, Metal, D3D12, and OpenGL; and on top of WebGL2 and WebGPU on wasm.
The API is based on the WebGPU standard. It serves as the core of the WebGPU integration in Firefox, Servo, and Deno 」
#WebGPU is an incredibly important API. Not just for browsers, but for GPUs in general.
It forces vendors to converge on common approaches that work across platforms and GPUs, instead of everyone pulling towards their own proprietary APIs and extensions.
It's a unique spec where Apple and Android cooperate. The designs are validated by being implemented by multiple browser vendors, reliably enough to be compatible with sandboxing, across all platforms from Windows to Linux.
What’s New in WebGPU (Chrome 135), by @developers:
If you have #WebGPU on, you can try my simple test: an emulation of VGA Mode 13h (320x200, 256 colors) complete with palette rotation! It draws a circle with 16 gradient bands and a pink triangle once, stores them in an indexed framebuffer, and then only updates the palette – just like the real hardware did. Check it out: https://codepen.io/vancura/pen/wBwQXVX #WebGPU #RetroComputing #VGA
Unity 6.1 includes #WebGPU support.
https://discussions.unity.com/t/webgpu-support-in-unity-6-1/1572462
New article about handling Device Loss in #WebGPU! Something that everyone should be doing and nobody does.
WGPU v22.0.0 (Our first major version release!)
https://github.com/gfx-rs/wgpu/releases/tag/v22.0.0
#wgpu #webgpu #wasm #rust