WebGL 2 built shadows, PBR and deferred rendering in WebGL; its limits are structural, not missing features. Every call mutates hidden global state that ANGLE 2,592 (ANGLE) must re-check at each draw, errors come back through a synchronous gl.getError(), and there is no compute stage (Compute Shaders). Each limit follows from the OpenGL ES 3.0 state-machine design, so the browser vendors designed a new API instead of patching the old one:
| WebGL 2 limitation | WebGPU's answer |
|---|---|
| One global state machine, re-validated per draw | Immutable pipeline objects validated once |
| Loose uniforms set one at a time | Bind groups of buffers, textures and samplers |
| No compute shaders or storage buffers | Compute pipelines and storage buffers |
| Synchronous getError() round trips | Asynchronous error scopes and events |
| GLSL compiled by each driver | WGSL validated by the browser first |
WebGL is not going away (WebGL or WebGPU? says when to prefer it).
<!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="360"></canvas>
<canvas id="labels" width="600" height="360"></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 = 'center', weight = '') {
ink.font = `${weight} ${size}px system-ui, sans-serif`; ink.fillStyle = color; ink.textAlign = align;
ink.fillText(text, x, y);
}
const rows = [
['One global state machine,', 're-validated at every draw', 'Immutable pipeline objects,', 'validated once'],
['Loose uniforms set', 'one at a time', 'Bind groups of buffers,', 'textures and samplers'],
['No compute shaders', 'or storage buffers', 'Compute pipelines and', 'storage buffers'],
['Synchronous getError()', 'round trips', 'Asynchronous error scopes', 'and uncapturederror events'],
['GLSL compiled by', 'each driver', 'WGSL validated by', 'the browser first']];
async function main() {
const adapter = await navigator.gpu?.requestAdapter();
if (!adapter) return showMessage('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('WebGL 2 limitation', 145, 26, 14, '#8a3324', 'center', 'bold');
label("WebGPU's answer", 455, 26, 14, '#1e6b3a', 'center', 'bold');
rows.forEach(([a1, a2, b1, b2], i) => {
const y = 42 + i * 63;
boxes.push([10, y, 270, 52, 0.98, 0.86, 0.82, 10], [320, y, 270, 52, 0.84, 0.94, 0.85, 10]);
boxes.push([286, y + 25, 22, 3, 0.35, 0.35, 0.35, 1]); // arrow shaft
for (let k = 0; k < 6; k++) boxes.push([302 + k, y + 21 + k, 2, 11 - 2 * k, 0.35, 0.35, 0.35, 0]);
label(a1, 145, y + 22, 13, '#5a2217'); label(a2, 145, y + 40, 13, '#5a2217');
label(b1, 455, y + 22, 13, '#174d2b'); label(b2, 455, y + 40, 13, '#174d2b');
});
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 / 180, 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: [0.97, 0.96, 0.93, 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>