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by HexDecOctBin
654 days ago
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The reason WebGPU took so long was that they decided to write their own shading language instead of using SPIR-V. SDL didn't make that mistake, you bring your own shader compilers and translation tools. There is a sister project for a cross-platform shading language [1] and another for translating existing ones between each other [2] , but they get done when they get done, and the rest of the API doesn't have to wait for them. WebGPU was made by a committee of vendors and language-lawyers (standards-lawyers?) with politics and bureaucracy, and it shows. SDL_GPU is made by game developers who value pragmatism above all (and often are looked down upon from the ivory tower because of that). [1]: https://github.com/libsdl-org/SDL_shader_tools
[2]: https://github.com/flibitijibibo/SDL_gpu_shadercross |
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See also: Not supporting Vulkan or OpenXR at all, using USD instead of glTF for AR content even though it's less well suited for the task, etc. (Well, they probably don't mind that it helps maintain the walled garden either... There's more than one reason for everything)
0: https://docs.google.com/document/d/1F6ns6I3zs-2JL_dT9hOkX_25...