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).
Yeah, legal strikes again. Unfortunately SPIR-V was never going to be an option for WebGPU, because Apple refuses to use any Khronos projects due to a confidential legal dispute between them.[0] If WebGPU used SPIR-V, it just wouldn't be available in Safari.
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)
Dean Jackson
Myles C. Maxfield
Robin Morisset
Maciej Stachowiak
Saam Barati
## Google
Austin Eng
Corentin Wallez
Dan Sinclair
David Neto
James Darpinian
Kai Ninomiya
Ken Russell
Shrek Shao
Ryan Harrison
## Intel
Yunchao He
## Mozilla
Dzmitry Malyshau
## W3C
François Daoust
Dominique Hazael-Massieux
## Timo de Kort [sic?]
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I get that Apple/Google have significantly more resources than most organizations on the planet but if these demographics are representative of other (web) standards committees that’s depressing.
I don't think that's accurate. Creating a shading language is obviously a huge effort, but there were already years of effort put into WebGPU as well as implementations/games building on top of the work-in-progress specification before the shading language decision was made (implementations at the time accepted SPIR-V).
The PoC was made in 2016, the work started in 2017, but the first spec draft was released on 18 May 2021. [1] This first draft already contained references to WGSL. There is no reference to SPIR-V.
Why did it take this long to release the first draft? Compare it to SDL_GPU timeline, start to finish in 6 months. Well, because the yak shaving on WGSL had already begun, and was eating up all the time.
Sure, but that proves my point. They took so long to decide upon the shading language that implementations had to erect a separate scaffolding just to be able to test things out.
Scaffolding wasn’t a problem at all. Both used SPIRV-Cross for shader conversions at the time and focused on implementing the rest of the API. The shading language barely matters to the rest of the implementation. You can still use SPIR-V with wgpu on its Vulkan backend today for example.
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