I just published a blog post, "A note on Metal shader converter": https://raphlinus.github.io/gpu/2023/06/12/shader-converter.html
As I discuss in the post, in the long term I'm hopeful for a future with robust GPU compute infrastructure, based on well-documented standards and rigorous testing so that we can be confident that GPU hardware will actually run our code (including sophisticated lock-free algorithms). We have a long way to go, and I think #WGSL is a better path toward that future than proprietary GPU languages.
@raph If only there was some kind of standard, like a royalty-free high level syntax independant IR that could be used on all vendors without being tied to a specific hardware or software vendor ...