Update the description about WGSL

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Hiroaki Yutani 2022-01-11 08:51:47 +09:00
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@ -21,7 +21,12 @@ The vertices are then converted into fragments. Every pixel in the result image
## WGSL ## WGSL
WebGPU supports two shader languages natively: SPIR-V, and WGSL. SPIR-V is actually a binary format developed by Khronos to be a compilation target for other languages such as GLSL and HLSL. It allows for easy porting of code. The only problem is that it's not human-readable as it's a binary language. WGSL is meant to fix that. WGSL's development focuses on getting it to easily convert into SPIR-V. WGPU even allows us to supply WGSL for our shaders. [WebGPU Shading Language](https://www.w3.org/TR/WGSL/) (WGSL) is the shader language for WebGPU.
WGSL's development focuses on getting it to easily convert into the shader language corresponding to the backend; for example, SPIR-V for Vulkan, MSL for Metal, HLSL for DX12, and GLSL for OpenGL.
The conversion is done internally and we usually don't need to care about the details.
In the case of wgpu, it's done by the library called [naga](https://github.com/gfx-rs/naga).
Note that, at the time of writing this, some WebGPU implementations also support SPIR-V, but it's just a temporary measure during the transition period to WGSL and will be removed (If you are curious about the drama behind SPIR-V and WGSL, please refer to [this blog post](http://kvark.github.io/spirv/2021/05/01/spirv-horrors.html)).
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