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Re:From scratch OpenGL and shaders with raw Xlib by jsheard on Saturday March 30, 2024 @10:20AM (#39875151)
If you ship an application using a native WebGPU library then you're in control of which implementation you use, unlike native APIs where you're at the mercy of the platform. It doesn't particularly matter if you use an extension that exists on Dawn but not on wgpu, if every build of your app comes packaged with Dawn.
Re:From scratch OpenGL and shaders with raw Xlib by pjmlp on Saturday March 30, 2024 @02:02PM (#39877101)
Just like any middleware engine, no added benefit, with less capable tooling.
Re:From scratch OpenGL and shaders with raw Xlib by pcwalton on Saturday March 30, 2024 @03:00PM (#39877605)
The benefit of wgpu is that you don't have to mess with synchronization the way you do in Vulkan and DX12. This is an enormous productivity booster.

Besides, if you pick one native API (say, Vulkan), then you're still going to go through translation layers on the platforms it isn't native to, so wgpu isn't any different. Or you can write multiple backends for different platforms, which multiplies the amount of work you have to do. Either way, saying that wgpu gives you "no added benefit" is silly.

Re:From scratch OpenGL and shaders with raw Xlib by pjmlp on Sunday March 31, 2024 @03:21AM (#39882160)
Just like middleware engines, with much better tooling.