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...
## Khronos
Neil Trevett
## Apple
Dean Jackson Myles C. Maxfield Robin Morisset Maciej Stachowiak Saam Barati
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?]
———
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.
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.
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