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
Tring to follow this sample code https://github.com/mono/SkiaSharp/issues/2418- I think I might be trying to fit a square peg on a round hole here, as the OP used Silk's GLFW code directly, instead of creating a window
Description In Processing, you can find a performance example demonstrating the rendering of 50,000 lines in an 800x600 window in Examples -> Demos -> Performance -> LineRendering. This ru...
My noob reasoning is that I can get the GLFW context off the window, but alas that doesn't seem possible with the API? I've been throwing darts for a bit