A stable C header (webgpu.h) providing the WebGPU API for native and WebAssembly applications, enabling cross-implementation compatibility.
WebGPU Headers is a project that provides a stable C header file (`webgpu.h`) implementing the WebGPU API for use in native and WebAssembly applications. It translates the JavaScript WebGPU specification into a C API, enabling cross-platform graphics and compute programming. The project serves as a common interface for multiple WebGPU implementations, ensuring compatibility and facilitating bindings to higher-level languages.
Developers building graphics applications in C/C++, creators of language bindings for WebGPU, and projects integrating WebGPU into native or WebAssembly environments. It is particularly useful for those working with implementations like Dawn or wgpu-native.
It offers a standardized, machine-readable C API that bridges WebGPU's web-centric design with native and WebAssembly platforms, reducing fragmentation across implementations. The use of YAML/JSON as a source of truth enables automated tooling and consistent documentation generation.
webgpu.h - C version of the JS API, for both native and Wasm. A multi-vendor standard between Dawn/Emdawnwebgpu and wgpu-native. Designed primarily for binding into higher-level languages.
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Provides a standardized C header that mirrors the WebGPU JavaScript API, enabling consistent integration across C/C++ projects and language bindings.
Designed to work with major implementations like Dawn and wgpu-native, reducing fragmentation and ensuring consistency across platforms.
Uses webgpu.yml as the source of truth, facilitating automated tooling, documentation generation, and easier creation of language bindings.
Bridges web and native environments via Emscripten (Emdawnwebgpu), allowing code reuse in both native applications and WebAssembly.
Requires separate implementations like Dawn or wgpu-native, which may lack stability; for example, wgpu-native does not yet fully support the stable header.
Setting up involves linking with external libraries and managing dependencies, which can be non-trivial and error-prone for new users.
As WebGPU is newer, tooling and community support around these headers are still growing, leading to limited third-party resources and libraries.