<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>pcwalton</author><text>As a cross-platform graphics developer who is currently knee-deep in papering over platform incompatibilities, what I mostly care about at this point is &lt;i&gt;compatibility&lt;/i&gt;. I don&amp;#x27;t care about shader size or compilation time, as long as both are reasonable. I &lt;i&gt;do&lt;/i&gt; care about having yet another shading language to cross-compile to.&lt;p&gt;Please, everyone, just use something that already exists. It is frustrating how the big players constantly use new and incompatible graphics APIs to try to obtain some sort of competitive advantage, adding to the workload we developers have to deal with. There is almost no cost to the platform developers to add new APIs; instead, the costs are borne by the application developers. It&amp;#x27;s a classic case of negative externalities.</text><parent_chain></parent_chain></comment><story><title>WebGPU and WSL in Safari</title><url>https://webkit.org/blog/9528/webgpu-and-wsl-in-safari/</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>kvark</author><text>The article is pretty good at explaining why WebGPU is needed for the Web. It could probably be more clear about the fact that all browser vendors are developing this API (i.e. it&amp;#x27;s not Apple&amp;#x27;s thing, and never been, if you don&amp;#x27;t count the name borrowed from their earlier prototype) and have implementations in the works.&lt;p&gt;For shading languages, it&amp;#x27;s not clear to me why GLSL-to-SPIRV would be so slow. Would be great to hear back from Google. Side note: we are currently experimenting [1] with Rust-based SPIR-V generation, and the transformation is looking to be mostly trivial - there is no reason it should be slow.&lt;p&gt;A bigger question though that needs to be resolved is how to specialize SPIR-V shaders. Without this, there is no good alternative to text-based cut-and-paste that the blog argues to be the best approach.&lt;p&gt;[1] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;github.com&amp;#x2F;jrmuizel&amp;#x2F;glsl-to-spirv&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;github.com&amp;#x2F;jrmuizel&amp;#x2F;glsl-to-spirv&lt;/a&gt;</text><parent_chain></parent_chain></comment><story><title>WebGPU and WSL in Safari</title><url>https://webkit.org/blog/9528/webgpu-and-wsl-in-safari/</url></story>