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> Also is there a reason for using Metal rather than MoltenVK for macOS? Let me ask it the other way: is there a reason to use MoltenVK if we have a Metal back
by kvark 7y ago
> Also is there a reason for using Metal rather than MoltenVK for macOS?
Let me ask it the other way: is there a reason to use MoltenVK if we have a Metal backend?
- maccam94 7y agoCross-platform compatibility, and being able to use the same graphics APIs and libraries as the rest of the computer industry.
- kvark 7y agoUnfortunately, today, Vulkan doesn't get you cross platform compatibility. On many Windows machines only dx11/dx12 is available. gfx-rs (which wgpu-rs is based on) is the closest thing one can get to a low overhead portable GPU API.
- Const-me 7y agoIn OP’s corner case maybe there is, to have a single GPU API and single shader language across all platforms they support. This doesn’t apply to commercial software. Even if MoltenVK works flawlessly (I don't have experience with the technology), the only GPU API which does on Windows is Direct3D. For cross-platform stuff you want to support multiple GPU APIs, or you’ll have to spend a lot of money supporting users with broken/missing/nonexistent GL/VK drivers.
- kvark 7y agoThey do have a single GPU API (wgpu-rs) and only one version of the shaders - SPIRV.