@aeva @puppygirlhornypost2 sorry, was being a bit hyperbolic there. Apple's "deprecation" has had zero teeth because there's just way too much software using it, there isn't another cross-platform option at that layer. and nobody else has issued a formal statement. I just mean that it is widely perceived as the old, bad thing. Vulkan also mostly works fine for a lot of things, not really fair to say it "doesn't work", but there are driver support problems and other assorted weirdnesses
@glyph @puppygirlhornypost2 SDL3 GPU, Vulkan, and WebGPU would be attractive prospects if my hardware cutoff were much closer to the present day, but I want to make stuff that works on my 2012 desktop and other random low spec hardware. I think a very smart strategy for game studios that have the ability to adapt is to assume the majority of potential players are not going to have a convenient upgrade path to new hardware for a while and this problem is going to get worse.
@aeva @glyph @puppygirlhornypost2 WGPU can rest atop OpenGL although I assume some stuff breaks. Not sure about the others.
@mcc @glyph @puppygirlhornypost2 so, assuming it can somehow run on top of OpenGL <= 2 and/or OpenGL ES2, and that GL2 / ES2 neatly encapsulate the feature set I'm interested in using, what would I gain from bolting WebGPU on top of it in exchange for the overhead of bolting WebGPU on top of it?