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Probably not, but I wouldn't really know. As I understand, device manufacturers (Nokia, Samsung, Motorola, Intel, etc.) and Khronos were keen on WebCL (and presumably OpenCL), but browser makers such as Mozilla (and presumably Google and Microsoft) weren't, so WebCL is pretty doomed.



I've never programmed OpenCL but I've heard from others it's way too device dependent. Lots of queries about what the hardware can do and what form the data needs to be in before you can use it. That's not a good model for something that's just supposed to work everywhere.

For the most part that's not true with WebGL. Except for compressed texture formats (for which there was no viable solution at the time) most things just work everywhere except for speed and resources limits and that's already an issue with CPU only web apps


Yeah from having a look at Mozilla's reasons for not implementing WebCL it seems that implementing it just for Firefox OS was hard enough, let alone across all platforms. It seems WebGL 2.0 is their solution, not a separate WebCL standard (although WebCL is now at least 18 months old, while WebGL isn't finished).

That said, Nokia and Samsung seem to have already implemented WebCL as a Node.js package.




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