Comment by Flux159
So in theory it should be possible, but it might require customizing the Dawn or wgpu-native builds if they don't support it (this is providing the JS bindings / wrapper around those two implementations of wgpu.h). But I've already added a special C++ method to handle draco compression natively, adding some mystral native only methods is not out of the question (however, I would want to ensure that usage of those via JS is always feature flagged so that it doesn't break when run on web).
Did you write your WebGPU chessboard using the raw JS APIs? Ideally it should work, but I just fixed up some missing APIs to get Three.js working in v0.1.0, so if there are issues, then please open up an issue on github - will try to get it working so we close any gaps.
Here's a dawn implementation with support for ray tracing that was implemented a number of years ago but never integrated into browsers. Perhaps it will help?
https://github.com/maierfelix/dawn-ray-tracing
Yes, chessboard3d.app is written with raw JS APIs and raw WebGPU. It does use the rapier physics library, which uses WASM, which might be an issue? It implements its own ray tracing but would probably run 10x faster with hardware ray tracing support.
I think you'd get a lot of attention if you had hardware ray tracing, since that's only currently available in DirectX 12 and Vulkan, requiring implementation in native desktop platforms. FWIW, if the path looks feasible, I would be interested in contributing.