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And webgpu.

Sure, the implementations today are thin layers over D3D12, Vulkan and Mantel. But it is a proper API, cross platform and without the implementation overhead.

Next time I need to draw some graphics I will definitely use WebGPU instead of OpenGL or Vulkan.

PS. Don't let the name fool you. It is a proper render API, Mozilla has written their implementation in rust and Google in C++.

Would not be surprised if WebGPU do get native support by the drivers in the future.



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