@mcc wgpu is a slightly simpler API to use, but I'm not sure I'd categorize it as easier to implement. Basically it means doing a whole bunch of extra work in the driver. Whereas vulkan itself has a bunch of shared implementation in e.g. Mesa, and a huge test suite, and also much of it is optional anyway.
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Rust wgpu now has a -
@dev just a BABY@dev can't a cat go to in-n-out in peace??