right, but just to make sure I understand, wgpu-native is the implementation for desktop, then there's browsers that have to do it themselves, and that's basically it? I'd assume wgpu can also run on (as in provide the webgpu API) mobile since vulkan/metal backend?
maybe I'm stupid but the wgpu readme literally says"Safe and portable GPU abstraction in Rust, implementing WebGPU API." ... how is it unrelated if it implements the webgpu API
I get that it's rust and not C and you can't swap it out for another webgpu implementation, but like ... "it's the same thing, but in rust?"
The AMDVLK readme literally says "The AMD Open Source Driver for Vulkan® is an open-source Vulkan driver for ...", but vulkan is still an indepentend concept and if your app works with vulkan, it'll work just fine regardless of AMDVLK/amdgpu or whatever else
maybe we have a different meaning of the word unrelated... opengl and directx are unrelated to me, if I'm using wgpu, I'm literally reading the webgpu spec to understand how some things work
okay maybe it's just obvious and I'm missing it but ... how is the wgpu API and webgpu API different on a fundamental level, other than wgpu is "safe wrappers with RAII and stuff"?