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WebGPU for Flutter built on Nitro: GPU compute and rendering from Dart with one API on every platform. Dual wgpu-native/Dawn backends, WGSL and GLSL shaders at runtime, zero-copy presentation widgets [...]

Changelog #

0.0.1 #

Initial release.

  • WebGPU compute and rendering for Flutter over wgpu-native v29.0.1.1, with an opt-in Dawn backend.
  • Full WebGPU API: adapters and devices with limits/features, buffers, textures (incl. compressed formats), samplers, bind groups, compute and render pipelines, render bundles, occlusion/timestamp queries.
  • WGSL and GLSL shaders compiled at runtime, off the UI thread, with typed validation errors.
  • Widgets: WebGpuShaderView (fragment-only, Shadertoy-style uniforms), WebGpuView (custom render passes), WebGpuBuilder + WebGpu.device() (shared device), WebGpuInputArea + GpuInputs (keyboard/mouse input with custom key maps) — plus controllers for pause/resume, single-frame rendering, stats, and loading/error builders.
  • Presentation per platform: Metal blit on macOS/iOS, Vulkan swapchain on Android (CPU fallback for GL-only devices), DXGI shared texture on Windows, pixel buffer on Linux.
  • Setup: Android/Windows/Linux vendor the native binaries automatically at build time; macOS/iOS run dart run nitro_webgpu:setup once.
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Documentation

Documentation
API reference

Publisher

verified publishershreeman.dev

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WebGPU for Flutter built on Nitro: GPU compute and rendering from Dart with one API on every platform. Dual wgpu-native/Dawn backends, WGSL and GLSL shaders at runtime, zero-copy presentation widgets with controllers, and typed GPU errors — all with zero method-channel overhead.

Repository (GitHub)
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Topics

#webgpu #gpu #shaders #graphics #nitro

Funding

Consider supporting this project:

buymeacoffee.com

License

MIT (license)

Dependencies

flutter, nitro, plugin_platform_interface

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Packages that depend on nitro_webgpu

Packages that implement nitro_webgpu