This book is for people who want to know what happens between a Web page's code and the GPU.
When a page hands work to the GPU, where does the browser check it, and how does it run it?
Chapter 1 starts in the days when plugins carried GPU-heavy work in the browser.
If you'd rather understand how the browser–GPU bridge was built than pick a framework first, it's in this book.
Five chapters trace the bridge from plugins and Canvas through WebGL to WebGPU, follow Adapter, Device, WGSL, pipelines, bind groups, and command buffers through execution, then compare WASM runtimes, Web API bindings, Dawn/wgpu, 3D and AI frameworks, and languages such as Rust, MoonBit, AssemblyScript, and Grain.
PDF and EPUB, one-time purchase.