WebGPU is the Future of Graphics Development, in D as Well

Today’s engines are pretty good! They are powerful and cheap to use. But I think, a lot of appeal to them was driven by the lack of proper solutions in the space below. Dealing with different graphics APIs on platforms is hard. Leaving it to a third-party library means putting a lot of trust in it.
I can see WebGPU on native being a go-to choice for amateur developers, students, indie professionals, mobile game studios, and many other groups. It could be the default GPU API, if it can deliver on its promises of safety, performance, and portability. We have a lot of interest and early adopters, as well as big forces in motion to make this real.

WGPURenderPipelineDescriptor rpDesc = {
label: “Render pipeline”,
layout: pipelineLayout,
vertex: {
modul: shaderModule,
entryPoint: “vs_main”,
bufferCount: 0,
buffers: null
},
primitive: {
topology: WGPUPrimitiveTopology.TriangleList,
stripIndexFormat: WGPUIndexFormat.Undefined,
frontFace: WGPUFrontFace.CCW,
cullMode: WGPUCullMode.None
},
multisample: {
count: 1,
mask: ~0,
alphaToCoverageEnabled: false
},
fragment: &fs,
depthStencil: null
};

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