It’s now possible to implement an equivalent on all modern platforms which have a 3D GPU. An open-source example in C# https://github.com/Const-me/Vrmac#vector-graphics-engine That particular one requires GLES 3.1, but I’m sure (did it before) it’s also possible to implement comparable stuff on top of GLES2.
Waiting for target devices to have TFlops of FP32 performance, and good support for compute shaders, is less than ideal. Many currently sold phones, tablets, laptops, and even some desktop PCs, have limited GPGPU capabilities and/or performance. These currently sold devices gonna stay in use for at least couple years in the future.
Rendering things on CPU is less than ideal, because many devices have high-rez displays yet relatively slow CPU and especially RAM.
Am I missing something? What’s the reason there’re no cross-platform GPU-first 2D graphics libraries, despite GLES2 (or better equivalents) is now universally available, and have been for years?