I think it’s semi-hilarious that there’s a blog post going around which basically says Metal Shading Language is by far the best shading language (without actually saying it)
Also the author gets bonus points for mentioning WGSL, but the loses them all again for complaining that WGSL isn’t more expressive than the languages it compiles to
@litherum (most) users don't write SPIR-V directly so what SPIR-V does or does not do is irrelevant to them, it's up to the HLL they're using to provide relevant abstractions and for their compiler to lower those away.
> tile shaders ...
it's rather apparent you really need to re-read the blog post, especially the Embedded DSLs are better than External DSLs section
Err is the GPU supposed to fault if you try to bind a descriptor set to a bind point before you bind a pipeline? I couldn't see any mention of there being an ordering requirement on the spec, but maybe I missed it in the sea of VUIDs
vkCmdBindPipeline()
vkCmdBindDescriptorSets()
vkCmdDispatch() // totally fine