4 ms·
No SPIR-V was the cost of getting Apple on board.
by orra 4y ago
No SPIR-V was the cost of getting Apple on board.
- flohofwoe 4y ago...it's not quite as simple: http://kvark.github.io/spirv/2021/05/01/spirv-horrors.html http://kvark.github.io/spirv/2021/05/01/spirv-horrors.html WebGPU would most likely have to create its own subset of SPIRV anyway to fulfill the additional safety and validation requirements of the web platform.
- madeofpalk 4y agoGetting Apple on board? Wasn't Apple the originators of the propsal? https://webkit.org/blog/7380/next-generation-3d-graphics-on-the-web/ https://webkit.org/blog/7380/next-generation-3d-graphics-on-... https://webkit.org/wp-content/uploads/webgpu-api-proposal.html https://webkit.org/wp-content/uploads/webgpu-api-proposal.ht...
- flohofwoe 4y agoApple has a Khronos allergy, and both SPIRV and GLSL are Khronos standards. Also the original 3D API proposal from Apple was essentially a 1:1 Javascript shim for Metal, which looked quite different from WebGPU. Apple also originally proposed a custom shading language which looked like - but wasn't quite - HLSL. Compared to that, WGSL is the saner solution (because translation from and to SPIRV is relatively straightforward).
- pjmlp 4y agoMostly caused by how Khronos has managed OpenCL, and ironically Vulkan is slowly adopting HLSL as the main shading language, as they don't plan to invest into improving GLSL any further.