At one point you want full control of the HW, much like you did with game consoles..
On the other you want security: This model must work in a sandboxed (os, process, vm, threads, sharing etc.) environment, along with security checks (oldest one that I remember was making sure vertex index buffers given to the driver/api must not reference invalid memory, something you would make sure is not the case for a console game through tests, but something that the driver/os/etc. must enforce and stop in a non-console game world - PC/OSX/Linux/etc.)
From little I've read on this API, it seems like security is in the hands of the developer, and there doesn't seem to be much OS protection, so most likely I'm missing something... but whatever protection is to be added, definitely would've not been needed in the console world.
Just a rant, I'm not a graphics programmer so it's easy to rant on topics you just scratched the surface...
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(Not sure why I can't reply to jeremiep below), but thanks for the insight. I was only familiar with one I posted above (and that was back in 1999, back then if my memory serves me well, drawing primitives on Windows NT was slower than 95, because NT had to check all index buffers whether they were not referencing out-of-bounds, while nothing like this was on 98).
Invalid data would simply cause a GPU task to fail while the other tasks happily continue to be executed. Since they are pure and don't interact with one another there is no need for process isolation or virtualization.
Basically, its easy to sandbox a GPU when the only data it contains are values (no pointers) and pure functions (no shared memory). Even with the simplified model the driver still everything it needs to enforce security.
1. https://software.intel.com/en-us/blogs/2013/07/18/order-inde...
2. http://beta.ivc.no/wiki/index.php/Xbox_360_King_Kong_Shader_...
This is just hn adding a delay until the reply link appears related to how deeply nested the comment is. The deeper the longer the delay. It's a simple but effective way to prevent flame wars and the likes.
Well, perhaps a better way of putting it is that "easy" APIs try to model a domain. Sometimes the API designer just nails it, and folks forget eventually take it for granted. The problem is now "solved". For example, the Unix userspace filesystem API (open, close, read, write, etc.) is pretty damn solid for what it is. I admit that I took it for granted until I worked at a place where someone who'd never seen a filesystem API (!!) was tasked with creating one from the ground up. You can guess how that went.
The downside case is where the API's model either never cut it in the first place, or as @wtallis illuminates above with OpenGL, where the model just ages poorly[1].
The Unix filesystem api isn't complete, if it were ioctl wouldn't exist. Assumptions all around, and ioctl is the way you adjust those assumptions.