Earlier quoted context omitted.
That paints Apple in a wrong light. They agreed on the WebGPU Shading Language proposed by Google (!) (previously called "Tint"). This is something Google is interested in, as well.
It's literally in past WebGPU meeting minutes: Apple objected to SPIR-V due to disputes with Khronos. Tint is a compromise, it doesn't matter who proposed it. "MS: Apple is not comfortable working under Khronos IP framework, because of dispute between Apple Legal & Khronos which is private. Can’t talk about the substance of this dispute. Can’t make any statement for Apple to agree to Khronos IP framework. So we’re di…
1. It's so low level that generating HLSL and MSL from it is more painful than it could be. For example, it represents branching in the form of a Control Flow Graph (which is typical for an IR). This is lower level than either a source language people would use (e.g. GLSL), or the destination backend language we need to produce (e.g. HLSL or MSL). This is unnecessary complexity for translation.
2. It has a lot of instructions, covering wide range of hardware (somewhat similar to Vulkan). In contrast, for WebGPU it would make sense to have fewer instructions for the ease of securing it and translating to other representations.
3. Friction in the features we need, vs features Khronos needs.
There is also a situation where there is no single well specified and tested textual shading language. HLSL doesn't have a spec. MSL has documentation, but not enough for a spec, and it's not portable. GLSL kinda has a few specs, but realistically it's just specified by the implementation of glslValidator.