indirect-first-instance
Specification: WebGPU § indirect-first-instance
GPU-driven pipelines build their draw lists on the GPU: a culling compute pass writes indirect draw commands, and firstInstance is the natural slot for which per-object data a draw uses. Without this feature, indirect draws must keep firstInstance at zero and route object indices through other channels (instance step-mode vertex buffers or extra bindings).
Engines doing large-scene culling, LOD selection, or visibility buffers on the GPU care most. The workaround is well known but costs an indirection; availability data tells you how often you would actually take the slow path.
Availability by month
| Month | With feature | Eligible reports | Availability |
|---|---|---|---|
| 2026-08 | 238 | 238 | 100.0% |
| 2026-09 | 174 | 175 | 99.4% |
| 2026-10 | 370 | 371 | 99.7% |
| 2026-11 | 32 | 32 | 100.0% |
By browser (last 30 days)
| Browser | Availability | n |
|---|---|---|
| chrome | 99.6% | 260 |
| edge | 100.0% | 40 |
| firefox | 100.0% | 44 |
| safari | 100.0% | 29 |
| opera | 100.0% | 1 |
| samsung | 100.0% | 3 |
Availability = share of first-party, non-quarantined reports with WebGPU on a hardware (non-fallback) adapter that expose this feature. Developer-leaning sample. Full methodology.