Comments (2)
Additionally, the WebGL limits for texture size are so low (2k), that it's very common to crash when creating a surface because people have 1440p/4k monitors regularly. The only way to really use downlevel_defaults_webgl2 is with .with_resolution(adapter.limits())
so that the texture size limits are actually large enough.
from wgpu.
I understand why that would be move convenient, but with wgpu being a WebGPU (with benefits) abstraction first I think it makes a lot of sense that any backend that is not fully compilant with WebGPU is opt-in.
If the DeviceDescriptor
would use the downlevel webgl features it would mean that by default you get a device that doesn't work with WebGPU limits which is much more confusing for what I regard as the much more common usecase.
The rationale for the different defaults that you can pick from (!) for Limits
is further detailed here: the "true default" (Default::default) is defined as the WebGPU guaranteed set of features.
from wgpu.
Related Issues (20)
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- RequestAdapterOptions/RenderPassDescriptor compilation error in 0.20.0? HOT 2
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- [core] deadlock between `poll_all_devices` and `queue_submit` HOT 1
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- WebGL2 examples require WebGPU support on Chrome v124 HOT 1
- "ReadWrite is not available" error when using read_write storage textures in wasm build for WebGPU HOT 4
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- Why webgpu produces that many command buffers in metal? HOT 4
- Switching to winit 0.30 failed on macOS because of create_surface HOT 3
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from wgpu.