From 3ecfe7e220a0677b93cc6a54b43783ca1c4ba76d Mon Sep 17 00:00:00 2001 From: Erich Gubler Date: Sat, 2 Nov 2024 14:41:59 -0400 Subject: [PATCH] docs(CHANGELOG): ref. #4400 directly in v23 entry (#6488) --- CHANGELOG.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/CHANGELOG.md b/CHANGELOG.md index 829f0d9b1..0d11ac6b0 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -67,7 +67,7 @@ This may not sound exciting, but let us convince you otherwise! All major web br WGPU also benefits from standard, portable behavior in the same way as web browsers. Because of this behavior, it's generally fairly easy to port over usage of WebGPU in JavaScript to WGPU. It is also what lets WGPU go full circle: WGPU can be an implementation of WebGPU on native targets, but _also_ it can use _other implementations of WebGPU_ as a backend in JavaScript when compiled to WASM. Therefore, the same dynamic applies: if WGPU's own behavior were significantly different, then WGPU and end users would be _sad, sad humans_ as soon as they discover places where their nice apps are breaking, right? -The answer is: yes, we _do_ have sad, sad humans that really want their WGPU code to work _everywhere_. As Firefox and others use WGPU to implement WebGPU, the above example of Firefox diverging from standard is, unfortunately, today's reality. It _mostly_ behaves the same as a standards-compliant WebGPU, but it still doesn't in many important ways. Of particular note is Naga, its implementation of the WebGPU Shader Language. Shaders are pretty much a black-and-white point of failure in GPU programming; if they don't compile, then you can't use the rest of the API! And yet, it's extremely easy to run into this: +The answer is: yes, we _do_ have sad, sad humans that really want their WGPU code to work _everywhere_. As Firefox and others use WGPU to implement WebGPU, the above example of Firefox diverging from standard is, unfortunately, today's reality. It _mostly_ behaves the same as a standards-compliant WebGPU, but it still doesn't in many important ways. Of particular note is Naga, its implementation of the WebGPU Shader Language. Shaders are pretty much a black-and-white point of failure in GPU programming; if they don't compile, then you can't use the rest of the API! And yet, it's extremely easy to run into a case like that from : ```wgsl fn gimme_a_float() -> f32 {