WebGPU Internals - Miscellaneous
Validation tests
These validation tests are excluded from WebGPU because some features are not yet implemented in Babylon.js:
- GLTF Mesh Primitive Mode (0) and GLTF Mesh Primitive Mode (1): line loop / triangle fan not implemented yet
- GLTF Buggy with Meshopt Compression: formats other than
floatfor the vertex buffers (position, normal, uv, ...) are not supported yet
When the features are implemented, the corresponding validation tests should be re-enabled.
The Self shadowing validation test generates rendering errors, but it is still acceptable because there are fewer than 2.5% errors. This happens because it uses an exponential shadow map whose parameters, especially depthScale, depend on the precision of the depth map. In WebGL, we use a 32-bit float texture, but in WebGPU it is only a half-float texture because linear filtering of 32-bit float textures is not supported, at least for the time being:

Note to core developers: YOU SHOULD RUN THE VALIDATION TESTS LOCALLY OFTEN BECAUSE THEY ARE NOT RUN ON THE AZURE SERVERS!
Run both the:
- WebGPU tests: http://localhost:1338/tests/validation/?list=webgpu&engine=webgpu
- Standard tests: http://localhost:1338/tests/validation/?list=config&engine=webgpu
You should also run them in the "check resource creation" mode: see Check Resource Creation - WebGPU only .
TintWASM
You should update the TWGSL (Tint WASM) module regularly so that it stays in sync with the Tint source code.
- TintWASM module: https://github.com/syntheticmagus/twgsl
- Tint repository: https://dawn.googlesource.com/tint