> but that's because this was the first time it is possible
Using SPIRV as abstraction layer for GPU code across all 3D APIs is hardly a new thing (via SPIRVCross, Naga or Tint), and the LLVM SPIRV backend is also well established by now.
Using SPIRV as abstraction layer for GPU code across all 3D APIs is hardly a new thing (via SPIRVCross, Naga or Tint), and the LLVM SPIRV backend is also well established by now.
SPIR-V isn't the main abstraction layer here, Rust is. This is the first time it is possible for Rust host + device across all these platforms and OSes and device apis.
You could make an argument that CubeCL enabled something similar first, but it is more a DSL that looks like Rust rather than the Rust language proper(but still cool).
I thought wgpu already did that. The new thing here is you code shaders in rust, not WGSL like you do with wgpu