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I am always amazed at how little of what is written in these reports I have access to referents to enable me to understand. I always read to the end anyway, and
by moloch-hai 4y ago
I am always amazed at how little of what is written in these reports I have access to referents to enable me to understand. I always read to the end anyway, and come away feeling like I have learned something, albeit unclear on what.
- Ygg2 4y agoFrom what I can see this is comparing shader languages weighing pros and cons. To use an analogy. Think of Vulkan, Metal, DirectX 12 (DX12) as different database engines. They run compute/render shaders which are incompatible dialects of each other (like Oracle SQL != Postgres SQL != MySQL). WGPU tries to be the ANSI SQL. This an oversimplification ofc. Today most shaders compile to an intermediate form Spir-V which then targets different backends and can lead to some funny translation. > GLSL/HLSL/MSL -> SPIRV -> WGSL -> SPIRV -> GLSL/HLSL/MSL See https://github.com/gpuweb/gpuweb/issues/566 https://github.com/gpuweb/gpuweb/issues/566