I did not do such claim.

WebGPU on Android runs on top of Vulkan.

If you knew about 3D programming on Android, you would know that there are ongoing efforts to have only Vulkan, with OpenGL ES on top.

However Java and Kotlin devs refuse to bother with the NDK for Vulkan, and keep reaching for OpenGL ES instead.

Please refer to Google talks on Vulkanised conferences.

> ...efforts to have only Vulkan, with OpenGL ES on top...

Ok this made me laugh given that Vulkan support on Android is so bad that WebGPU needs a fallback mode to GLES ;)

https://github.com/gpuweb/gpuweb/issues/4266

Agreed, which is Google's motivation for doing that.

The argument being that if Android only does Vulkan, that OEMs will be forced to care about their drivers.

There are talks done by Google on this, either Vulkanised, Google IO, or GDC, can't remember now the exact one.

Is it possible to support OpenGL on top of Vulkan well? It has been pointed out that Vulkan requires you to completely freeze and compile a graphics pipeline before using it, while OpenGL's state machine is more flexible, and the underlying hardware is somewhat more amenable to these state transitions at runtime, than the Vulkan API would suggest.

Don't these compatibility layers run into issues with constant pipeline recompilation related performance issues, when emulating OpenGL?

It is no different from running DirectX on Vulkan, DirectX or Vulkan on Metal.

It works, kind of.

Vulkan is awful to work with and the drivers are buggy. Google's own phones are the worst for it. I have an app with a compute only vulkan pipeline and on the Google Pixel 10 the whole screen becomes corrupted with some fairly basic shaders.