Yo @sebavan … Did the WebGPU dump the shaderc stuff.
Before i was doing something like this:
if (navigator.gpu) {
engine = new BABYLON.WebGPUEngine(divcvs);
await engine.initAsync({ wasmBinaryFile: "###SCRIPT###/shaderc.wasm" }).catch((ex)=>{
showErrorMessage(ex.message || "Unknown WebGPU Exception");
});
BABYLON.Tools.Log("WebGPU graphics render engine loaded (Experimental)");
} else {
BABYLON.Tools.Warn("WebGPU is not supported on platform. Falling back to WebGL");
engine = new BABYLON.Engine(divcvs, antialias, {premultipliedAlpha: false}, adaptive);
}
Now it seems to use glslang.wasm instead… Can i just grab copies from https://preview.babylonjs.com/glslang/
Do i need both the js and wasm options:
// Default glslang options.
private static readonly _glslangDefaultOptions: GlslangOptions = {
jsPath: "https://preview.babylonjs.com/glslang/glslang.js",
wasmPath: "https://preview.babylonjs.com/glslang/glslang.wasm"
};