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by surrealize 3424 days ago
> Apple supporting Vulkan on macOS and iOS wouldn't do anything to expose a new GPU API to the web. They are totally orthogonal.

The web GPU API and the lower-level API aren't "totally orthogonal" if you're using the Metal shader language in your web GPU API! You're trying get web authors to use (a part of) Metal! It's totally not orthogonal.

1 comments

The Metal Shader Language use in our prototype is totally a placeholder, and the post says so. We expect the standards process to define new source and binary representations, possibly based on Khronos's SPIR-V.

The shader language is partly independent of the API though, and we though the API was the interesting thing to prototype, more so than shaders.

That's already something. But you shouldn't have started with a bad placeholder, waiting for others to criticize and propose replacing it. Start with open languages and technologies right away.
Should they have invented a different place holder (and all the work that would require) just to throw it away and be all data they weren't using the shader language that Vulcan uses?

The post was VERY clear that that was temporary while working on the other basics and a real decision would be made later.

This shows, that this idea wasn't thought through enough. And coming from Apple, it raises a concern naturally. These things should have solid foundations from the start.
> This shows, that this idea wasn't thought through enough.

Isn't this the way you're supposed to do open source? Post code early and often for comments?

It seems like a ridiculous requirement that to show a sketch of what they think a web API should look like for next generation 3-D graphics they should have to design an entire shader language that's different from the one they already have.

It's just a placeholder. They didn't even SHOW the language. They just referred to its name and said they were using that for expediency during the initial version of the document they were showing.

MSL is a non starter, because it's closed. Making a project from scratch that invites collaboration, requires thinking about such issues in advance and having them at the very foundation. That's my whole point. Failure to do it, is not an encouraging sign.

> should have to design an entire shader language that's different from the one they already have.

They don't need to design a new language - take existing open one and use it.