Firefox 555 implements WebGPU through wgpu (wgpu) and ships it one platform at a time, which is why caniuse.com 3,038 scores it as partial:
| Firefox platform | Status in September 2026 |
|---|---|
| Windows | On by default since 141 |
| macOS on Apple Silicon | On by default since 145 |
| macOS on Intel, Linux | Nightly only; Linux expected to ship in 2026 |
| Android | Behind a flag in Beta and Nightly |
On a flagged platform, a developer can set dom.webgpu.enabled to true in about:config (Android also needs gfx.webgpu.ignore-blocklist), but visitors will not, so a Linux Firefox user still lands on your fallback. Safari 10 also needs macOS 26 on the desktop, and Chrome 1 on Linux depends on the GPU. Until WebGPU is Baseline, follow Migration Paths: keep a WebGL 2 path, or use a library that switches for you (Three.js and Babylon.js).
To exercise the no-adapter branch of Browser Support in 2026's check, launch Chrome with --disable-gpu: navigator.gpu stays, but requestAdapter() returns null (checked in Chrome 154 here).
<!doctype html>
<style>
body { margin: 0; background: #f7f4ee; font: 14px system-ui, sans-serif; }
.stage { position: relative; width: 100%; max-width: 600px; }
.stage canvas { display: block; width: 100%; }
.stage canvas + canvas { position: absolute; inset: 0; pointer-events: none; }
</style>
<div class="stage">
<canvas id="view" width="600" height="340"></canvas>
<canvas id="labels" width="600" height="340"></canvas>
</div>
<script>
const canvas = document.getElementById('view');
const ink = document.getElementById('labels').getContext('2d');
function showMessage(text) { // 2D fallback when WebGPU is missing
const ctx = canvas.getContext('2d');
ctx.fillStyle = '#fbeaea'; ctx.fillRect(0, 0, canvas.width, canvas.height);
ctx.fillStyle = '#8a2b2b'; ctx.font = '18px system-ui, sans-serif'; ctx.textAlign = 'center';
ctx.fillText(text, canvas.width / 2, canvas.height / 2);
}
function label(text, x, y, size = 12, color = '#2b2b2b', align = 'left', weight = '') {
ink.font = `${weight} ${size}px system-ui, sans-serif`; ink.fillStyle = color; ink.textAlign = align;
ink.fillText(text, x, y);
}
const ON = [0.16, 0.56, 0.30], NIGHTLY = [0.88, 0.60, 0.10], FLAG = [0.75, 0.30, 0.25];
const platforms = [ // Firefox, September 2026
['Windows', ON, 'On by default since Firefox 141'],
['macOS, Apple Silicon', ON, 'On by default since Firefox 145'],
['macOS, Intel', NIGHTLY, 'Nightly only'],
['Linux', NIGHTLY, 'Nightly only; expected to ship in 2026'],
['Android', FLAG, 'Behind a flag in Beta and Nightly']];
async function main() {
// The live check runs first, so the fallback path shows the same verdict.
const hasApi = 'gpu' in navigator;
const adapter = hasApi ? await navigator.gpu.requestAdapter() : null;
if (!adapter) return showMessage(hasApi ? 'navigator.gpu exists, but requestAdapter() returned null'
: 'WebGPU is not available in this browser');
const device = await adapter.requestDevice();
const context = canvas.getContext('webgpu');
const format = navigator.gpu.getPreferredCanvasFormat();
context.configure({ device, format });
const boxes = []; // x, y, w, h, r, g, b, corner radius
label('WebGPU in Firefox, by platform', 20, 28, 15, '#222', 'left', 'bold');
platforms.forEach(([name, color, status], i) => {
const y = 44 + i * 44;
boxes.push([14, y, 572, 38, 1, 1, 1, 8], [24, y + 9, 20, 20, ...color, 10]);
label(name, 56, y + 24, 14, '#222');
label(status, 250, y + 24, 13, '#444');
});
// Live result for the browser showing this page
boxes.push([14, 272, 572, 52, 0.86, 0.93, 0.87, 10], [24, 288, 20, 20, ...ON, 10]);
label('This browser: navigator.gpu present, requestAdapter() returned an adapter', 56, 294, 13, '#174d2b');
label(`vendor "${adapter.info.vendor || 'n/a'}", architecture "${adapter.info.architecture || 'n/a'}"`, 56, 312, 12, '#35604a');
const module = device.createShaderModule({ code: `
struct Box { rect: vec4f, style: vec4f } // style: r, g, b, corner radius
@group(0) @binding(0) var<storage> boxes: array<Box>;
struct Out { @builtin(position) pos: vec4f, @location(0) local: vec2f,
@location(1) @interpolate(flat) i: u32 }
@vertex fn vs(@builtin(vertex_index) v: u32, @builtin(instance_index) i: u32) -> Out {
let corner = vec2f(f32(v & 1), f32(v >> 1)); // triangle-strip corners
let r = boxes[i].rect;
let px = r.xy + corner * r.zw;
return Out(vec4f(px.x / 300 - 1, 1 - px.y / 170, 0, 1), corner * r.zw, i);
}
@fragment fn fs(in: Out) -> @location(0) vec4f {
let b = boxes[in.i];
let half = b.rect.zw / 2;
let q = abs(in.local - half) - half + b.style.w; // signed distance to a rounded box
let d = length(max(q, vec2f(0))) + min(max(q.x, q.y), 0) - b.style.w;
let a = clamp(0.5 - d, 0, 1);
return vec4f(b.style.rgb * a, a); // premultiplied alpha
}` });
const blend = { srcFactor: 'one', dstFactor: 'one-minus-src-alpha' };
const pipeline = device.createRenderPipeline({ layout: 'auto',
vertex: { module }, primitive: { topology: 'triangle-strip' },
fragment: { module, targets: [{ format, blend: { color: blend, alpha: blend } }] } });
const data = new Float32Array(boxes.flat());
const buffer = device.createBuffer({ size: data.byteLength, usage: GPUBufferUsage.STORAGE | GPUBufferUsage.COPY_DST });
device.queue.writeBuffer(buffer, 0, data);
const group = device.createBindGroup({ layout: pipeline.getBindGroupLayout(0), entries: [{ binding: 0, resource: { buffer } }] });
const encoder = device.createCommandEncoder();
const pass = encoder.beginRenderPass({ colorAttachments: [{ view: context.getCurrentTexture().createView(),
clearValue: [0.93, 0.91, 0.87, 1], loadOp: 'clear', storeOp: 'store' }] });
pass.setPipeline(pipeline);
pass.setBindGroup(0, group);
pass.draw(4, boxes.length);
pass.end();
device.queue.submit([encoder.finish()]);
}
main();
</script>