Inspect WebGL capabilities
Renderer, vendor, GLSL version, all resource limits, and the full list of supported extensions for both WebGL 1 and 2 contexts.
WebGL 2 not supported
—
What WebGL info tells you
WebGL exposes the GPU vendor (when WEBGL_debug_renderer_info is granted), max texture sizes, uniform vector budgets, and the full extension list — enough to decide which fallback path to take.
- 01
Pick version
WebGL 1 (broad), WebGL 2 (more features).
Inputs are treated as UTF-8 throughout the pipeline and validated client-side as you type — nothing dispatches until the value is well-formed.
versioninpututf-8client-sidevalidatedversion · textv2 · setWebGL 2.0
loaded · parsedclient-side - 02
Check renderer
Identify the actual GPU; useful for shader compat.
Each toggle re-computes through a memoised hook, so flipping options never resets your input and the UI stays snappy on large inputs.
gpuoptionslivememoisedtogglesgpu · memoisedmodel · liveApple M2
options set · memoisedlive - 03
Read limits
Texture size, uniform vectors, viewport dims.
Randomness — where used — comes from
crypto.getRandomValues, neverMath.random. Heavy work sits inuseMemo.limitscomputeinstantlocaldeterministicmax tex · instant16k · computed16384 px
computed · instantinstant - 04
Browse extensions
Right panel lists everything getSupportedExtensions returns.
Copy writes through
navigator.clipboardand downloads use aBlob— zero network traffic. Same input plus same options always yield the same bytes.extcopydownloadzero-networkreproducibleok · copiedready · copiedCopied
shipped · ready to shipsuccess
Pro tips for everyday utilities
Reach for crypto.getRandomValues
Cryptographically random for IDs, tokens, salts. Math.random is for animation and games, not security.
Mock data with seeds
Faker-style libraries can be seeded so tests are reproducible. Embed the seed in the fixture file.
Reference cards beat memory
Cheatsheets for Vim, Git, Docker, Linux signals are faster than man pages when you’re mid-flow.
Browser APIs vary
Touch events, gamepads, and clipboard differ across vendors. Feature-detect before use.
Persist in the right place
localStorage for user preferences, sessionStorage for transient state, IndexedDB for structured data.
When to inspect WebGL
Game tuning, ML inference, compatibility checks.
Game tuning
Pick LOD based on max texture size. Random values come from crypto.getRandomValues — cryptographically secure for tokens, salts, and session IDs. Math.random is deterministic enough for animations but predictable enough to be a security bug.
CSPRNG-backedML inference
Confirm precision and texture limits for tfjs/onnx. Pair with hashids, ULID, or UUID v7 when you need both random and sortable — useful for primary keys, public-facing IDs, and event log ordering without a sequence column.
reproducibleShader debugging
Identify GPU/driver before guessing at quirks. Output is deterministic given the same seed, so fixtures and tests stay reproducible across CI runs and contributor machines. Embed the seed in the fixture file for full replay.
snappyFallback decisions
Switch to CPU when WebGL 2 missing. Heavy work runs through useMemo so the UI stays snappy on large inputs. Same input + same options yields identical bytes — the kind of stability snapshot tests rely on.
feature-detectedBug reports
Attach full WebGL caps to issues. Storage tools persist to the right backend: localStorage for user preferences, sessionStorage for transient state, IndexedDB for structured data. Pick the right shelf and quota worries disappear.
deterministicCompatibility audits
Track required extensions across browsers. Browser feature detection: clipboard, fullscreen, gamepad, and Web Bluetooth APIs gracefully fall back when unavailable. No surprise white screens on Safari or older Firefox.
production-readyFrequently asked questions
Something missing?
Tell us what you need. We ship the top requests every two weeks.