In 1990s game developers were trying to get full power of graphics Hardware. In 1992 an Company called Silicon graphics released Open GL(Hardware Graphics API). This gave a rise to Sony and Nintendo like Companies. Later Microsoft released DirectX XII Ultimate(their own Hardware Graphics API) on which they built Xbox
The popularity Increased and later the Khronas Group who built Open GL built Web GL(A JavaScript API which allows you to talk with Computer GPU directly from the browser) and they also released Vulkan when they released Open GL is self optimize. At this time Apple also started working on their own Graphics API for MacOS and iOS called Metal
As the space getting cluttered, many smart folks from different companies came together and built WebGPU - On a high level WebGPU sits on top of Metal, Directx, Vulkan that allows you talk to the Graphics API that your computer is running without we caring about each framework. Using WebGPU we can access graphics card from the web using JavaScript, Cpp or Rust, It’s 2-x faster than WebGL(OpenGL → DirectX, Metal, Vulkan), It’s easier than WebGL as it’s use Modern Architecture and don’t need to use Global state. It can also run Shares 1,000 - 10,000x faster than CPU
Shaders - Shaders are small programs that run on the GPU to handle specific stages of the graphics pipeline. Shaders are fundamental to how all these graphics APIs work. They’re the programmable components that run on the GPU to process graphics data.
Vertex shaders: Process individual vertices (position, color, texture coordinates)Fragment/Pixel shaders: Calculate final pixel colorsCompute shaders: Handle general-purpose GPU computationsGeometry shaders: Generate/modify geometryTessellation shaders: Create detailed surfaces from simple shapes
| API | Platform | Level | Primary Use | Shader Language | Compilation |
|---|---|---|---|---|---|
| WebGPU | Web browsers | Low-level | Modern web graphics + compute | WGSL | Runtime |
| WebGL | Web browsers | High-level | Traditional web graphics | GLSL ES | Runtime |
| OpenGL | Cross-platform | High-level | General graphics development | GLSL | Runtime |
| Vulkan | Cross-platform | Low-level | High-performance applications | SPIR-V | Pre-compiled |
| DirectX | Windows/Xbox | Mid-level | Windows gaming/multimedia | HLSL | Runtime/Pre-compiled |
| Metal | Apple devices | Low-level | Apple platform optimization | MSL | Runtime/Pre-compiled |
| WebGPU & Web Assembly (WASM) - WASM acts as a crucial bridge between high-performance native code and web-based graphics APIs, enabling developers to run compute-intensive applications directly in browsers | |||||
| WebGL handles 3D rendering while Web Assembly processes heavy computational logic. This division of labor allows developers to: |
- Offload CPU-intensive tasks (physics simulations, animations, 3D model processing) to WASM
- Use WebGL for actual rendering and display
- Achieve smooth, responsive 3D experiences in browsers
A typical workflow involves:
- Web Assembly calculates updated object positions/transformations
- WebGL receives the computed data and renders the scene
- The render loop continuously updates based on WASM output