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I am sure that bytecode representation of shaders will come in a future revision. It’s not a first priority. SPIR-V is a poor choice for portable shaders for re
by ribit 3y ago
I am sure that bytecode representation of shaders will come in a future revision. It’s not a first priority. SPIR-V is a poor choice for portable shaders for reasons outlined by the WebGPU group on multiple occasions. And WebGPU shading language finally goes away with some poor legacy design choices that are still stuck in GLSL and HLSL (such as shader bindings via global variables).
Regarding floating point atomics, I think you got it confused? Metal fully supports floating atomics on all recent devices, while in Vulkan it’s an optional extension. According to gpuinfo database only 30% of implementations support float atomics, and only 10% support more advanced operations like min/max. If you are looking for cross-platform float atomics support, Apple is the least of your worries (what they suck at are 64-bit int atomics though).