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"?
shader modules are created differently in both webgpu and webgpu-native, theres no "wgsl" object you put in the "source" parameter
in webgpu-native you do struct chaining of a few structs, in webgpu you just pass the source directly, due to there being no SPIRV in the webgpu specification
sure but if it's just technical differences, then for the users it's "basically the same thing", all knowledge is transferable, and people can just use one or the other and the differences are a bit like "if you're on the web you don't have a filesystem" rather than "opengl vs vulkan" differences?
ok, my point was not from the "I'm right you're wrong", it's from a "I found a link to this library, the readmes basically contradict each other" ... but it's fine, I get the points mentioned
imo one thing that is confusing in the readme is that it says WebGPU API, but it doesn't say how ... hence my initial question, because I came here after the "WebGPU is now in chrome stable", but this isn't the case with silk, because there's no wasm, it's via wgpu-native ... it may be an implementation detail, but implementation details are not irrelevant for shipping things