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by adastra22 888 days ago
HLSL has in practice become the shader language for Vulkan, and Metal has always had a high-level shading language. The GPU market is simply too heterogeneous for a low-level ISA like SPIR-V to be applicable and performant across all architectures. A modern GPU driver effectively has to "decompile" SPIR-V binaries, then recompile it to the actual vendor-specific architecture used on the installed GPU, and perform both high-level and low-level optimizations. Standardizing on a single high level shading language, but one purposefully designed to be cross-platform, is actually the simpler architecture here.