Published: February 25, 2026
Support WebGPU compatibility mode on OpenGL ES 3.1
While WebGPU is designed to align with modern graphics APIs like Vulkan, Metal, and D3D12, many users have older hardware that does not support these standards. To bridge this gap and ensure broad accessibility, Chrome introduces a new opt-in feature called compatibility mode.
This mode lets you run WebGPU on older graphics APIs like OpenGL ES 3.1. By targeting a slightly restricted subset of the WebGPU spec, you ensure your web app is accessible to everyone, from the latest gaming rigs to older laptops and mobile devices. While starting with Android, the team is exploring support for other devices, such as ChromeOS with OpenGL ES 3.1 and Windows with Direct3D 11.
For many web apps, you can enable compatibility mode by passing featureLevel: "compatibility" when you call requestAdapter(). If your device supports Core WebGPU, Chrome will return a Core-capable adapter, but your web app will know to stay within the compatibility limits unless it enables the "core-features-and-limits" feature (or enables all available features). More complex applications might require minor adjustments to fit within the mode's restrictions.
// Request a GPUAdapter in compatibility mode.
const adapter = await navigator.gpu.requestAdapter({ featureLevel: "compatibility" });
const device = await adapter.requestDevice();
See the WebGPU Fundamentals guide for detailed information about the specific architectural restrictions of this mode. Additionally, all WebGPU samples now support compatibility mode. You can also read the intent to ship.
Transient attachments
You can use the new TRANSIENT_ATTACHMENT GPUTextureUsage flag to create memory-efficient attachments. This lets render pass operations stay in tile memory, which avoids VRAM traffic and can avoid VRAM allocation for the textures.
By declaring a texture as transient (or "memoryless"), the GPU knows that it only needs the texture's contents temporarily—specifically, only within the current render pass. Moreover, because the texture's contents are discarded after the render pass, the driver may not need to allocate VRAM for it at all.
The following example shows how to create a transient texture.
const adapter = await navigator.gpu.requestAdapter();
const device = await adapter.requestDevice();
if ('TRANSIENT_ATTACHMENT' in GPUTextureUsage) {
const transientTexture = device.createTexture({
size: [42, 42],
// The TRANSIENT_ATTACHMENT flag indicates the texture content is temporary,
// potentially keeping it in fast on-chip memory.
usage: GPUTextureUsage.RENDER_ATTACHMENT | GPUTextureUsage.TRANSIENT_ATTACHMENT,
format: 'rgba8unorm',
});
}
See the Hello Triangle MSAA - WebGPU Sample and the intent to ship.
WGSL texture_and_sampler_let extension
The WGSL language extension texture_and_sampler_let lets you assign texture or sampler variables to a let within a WGSL shader. This feature currently provides an alternative naming mechanism and prepares for bindless support where methods returning textures or samplers can be stored directly into local variables.
See the following example and the intent to ship.
@group(0) @binding(0) var tex: texture_2d<f32>;
@group(1) @binding(0) var store : texture_storage_2d<r32float, read_write>;
@fragment fn main() {
let a = tex;
var res: vec4f = textureLoad(a, vec2i(1i), 0);
textureStore(store, vec2i(0i), res);
}
Dawn updates
The following new limit tiers are available:
maxStorageBuffersPerShaderStagesupports up to 16. See issue 366151398.maxSampledTexturesPerShaderStagesupports up to 48. See issue 475255737.
SPIR-V validation is enabled by default on Android to provide an additional security layer and prevent driver instability from malformed input. See issue 473526182.
This covers only some of the key highlights. Check out the exhaustive list of commits.
What's New in WebGPU
A list of everything that has been covered in the What's New in WebGPU series.
Chrome 146
- Support WebGPU compatibility mode on OpenGL ES 3.1
- Transient attachments
- WGSL texture_and_sampler_let
- Dawn updates
Chrome 145
Chrome 144
- WGSL subgroup_id extension
- WGSL uniform_buffer_standard_layout extension
- WebGPU on Linux
- Faster writeBuffer and writeTexture
- Dawn updates
Chrome 143
Chrome 142
Chrome 141
- Tint IR completed
- Integer range analysis in WGSL compiler
- SPIR-V 1.4 update for Vulkan backend
- Dawn updates
Chrome 140
- Device requests consume adapter
- Shorthand for using texture where texture view is used
- WGSL textureSampleLevel supports 1D textures
- Deprecate bgra8unorm read-only storage texture usage
- Remove GPUAdapter isFallbackAdapter attribute
- Dawn updates
Chrome 139
- 3D texture support for BC and ASTC compressed formats
- New "core-features-and-limits" feature
- Origin trial for WebGPU compatibility mode
- Dawn updates
Chrome 138
- Shorthand for using buffer as a binding resource
- Size requirement changes for buffers mapped at creation
- Architecture report for recent GPUs
- Deprecate GPUAdapter isFallbackAdapter attribute
- Dawn updates
Chrome 137
- Use texture view for externalTexture binding
- Buffers copy without specifying offsets and size
- WGSL workgroupUniformLoad using pointer to atomic
- GPUAdapterInfo powerPreference attribute
- Remove GPURequestAdapterOptions compatibilityMode attribute
- Dawn updates
Chrome 136
- GPUAdapterInfo isFallbackAdapter attribute
- Shader compilation time improvements on D3D12
- Save and copy canvas images
- Lift compatibility mode restrictions
- Dawn updates
Chrome 135
- Allow creating pipeline layout with null bind group layout
- Allow viewports to extend past the render targets bounds
- Easier access to the experimental compatibility mode on Android
- Remove maxInterStageShaderComponents limit
- Dawn updates
Chrome 134
- Improve machine-learning workloads with subgroups
- Remove float filterable texture types support as blendable
- Dawn updates
Chrome 133
- Additional unorm8x4-bgra and 1-component vertex formats
- Allow unknown limits to be requested with undefined value
- WGSL alignment rules changes
- WGSL performance gains with discard
- Use VideoFrame displaySize for external textures
- Handle images with non-default orientations using copyExternalImageToTexture
- Improving developer experience
- Enable compatibility mode with featureLevel
- Experimental subgroup features cleanup
- Deprecate maxInterStageShaderComponents limit
- Dawn updates
Chrome 132
- Texture view usage
- 32-bit float textures blending
- GPUDevice adapterInfo attribute
- Configuring canvas context with invalid format throw JavaScript error
- Filtering sampler restrictions on textures
- Extended subgroups experimentation
- Improving developer experience
- Experimental support for 16-bit normalized texture formats
- Dawn updates
Chrome 131
- Clip distances in WGSL
- GPUCanvasContext getConfiguration()
- Point and line primitives must not have depth bias
- Inclusive scan built-in functions for subgroups
- Experimental support for multi-draw indirect
- Shader module compilation option strict math
- Remove GPUAdapter requestAdapterInfo()
- Dawn updates
Chrome 130
- Dual source blending
- Shader compilation time improvements on Metal
- Deprecation of GPUAdapter requestAdapterInfo()
- Dawn updates
Chrome 129
Chrome 128
- Experimenting with subgroups
- Deprecate setting depth bias for lines and points
- Hide uncaptured error DevTools warning if preventDefault
- WGSL interpolate sampling first and either
- Dawn updates
Chrome 127
- Experimental support for OpenGL ES on Android
- GPUAdapter info attribute
- WebAssembly interop improvements
- Improved command encoder errors
- Dawn updates
Chrome 126
- Increase maxTextureArrayLayers limit
- Buffer upload optimization for Vulkan backend
- Shader compilation time improvements
- Submitted command buffers must be unique
- Dawn updates
Chrome 125
Chrome 124
- Read-only and read-write storage textures
- Service workers and shared workers support
- New adapter information attributes
- Bug fixes
- Dawn updates
Chrome 123
- DP4a built-in functions support in WGSL
- Unrestricted pointer parameters in WGSL
- Syntax sugar for dereferencing composites in WGSL
- Separate read-only state for stencil and depth aspects
- Dawn updates
Chrome 122
- Expand reach with compatibility mode (feature in development)
- Increase maxVertexAttributes limit
- Dawn updates
Chrome 121
- Support WebGPU on Android
- Use DXC instead of FXC for shader compilation on Windows
- Timestamp queries in compute and render passes
- Default entry points to shader modules
- Support display-p3 as GPUExternalTexture color space
- Memory heaps info
- Dawn updates
Chrome 120
- Support for 16-bit floating-point values in WGSL
- Push the limits
- Changes to depth-stencil state
- Adapter information updates
- Timestamp queries quantization
- Spring-cleaning features
Chrome 119
- Filterable 32-bit float textures
- unorm10-10-10-2 vertex format
- rgb10a2uint texture format
- Dawn updates
Chrome 118
- HTMLImageElement and ImageData support in
copyExternalImageToTexture() - Experimental support for read-write and read-only storage texture
- Dawn updates
Chrome 117
- Unset vertex buffer
- Unset bind group
- Silence errors from async pipeline creation when device is lost
- SPIR-V shader module creation updates
- Improving developer experience
- Caching pipelines with automatically generated layout
- Dawn updates
Chrome 116
- WebCodecs integration
- Lost device returned by GPUAdapter
requestDevice() - Keep video playback smooth if
importExternalTexture()is called - Spec conformance
- Improving developer experience
- Dawn updates
Chrome 115
- Supported WGSL language extensions
- Experimental support for Direct3D 11
- Get discrete GPU by default on AC power
- Improving developer experience
- Dawn updates
Chrome 114
- Optimize JavaScript
- getCurrentTexture() on unconfigured canvas throws InvalidStateError
- WGSL updates
- Dawn updates