Earlier quoted context omitted.
> WSL tells you very little about how the language is actually executed. I do not see any explanation of, say, waves and quads, which will need to be spelled out explicitly when these things are added. It's a requirement for proper LOD selection for texturing, along with ddx/ddy. The spec has a semantics that describes that the language does when executed in great detail. It seems that your complaint is that there is…
> The spec has a semantics that describes that the language does when executed in great detail. Here's what the WSL specification says about loading a texture, one of the simplest possible features of a shading language, but one that introduces a lot of complexity (again, to load a texture requires calculating an LOD, which requires talking about derivatives and scheduling pixels and shader execution in terms of quad…
On the other hand, the SPIR-V working group has no participation from Apple or Microsoft (vendors of relevant platform APIs, relevant shading languages, and in Apple's case, of relevant GPUs).
You might argue that Apple should join the SPIR-V group but you could likewise argue that AMD and Nvidia should join the WebGPU group. After all, their voices would be valuable as to the API and not just the shader language. The barrier to entry to a W3C Community Group is also much lower.