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Have you done anything with OpenCL? Because what a lot of people describe kinda sounds like OpenCL where there isn't really much global state or a predefined pi
by geokon 9y ago
Have you done anything with OpenCL? Because what a lot of people describe kinda sounds like OpenCL where there isn't really much global state or a predefined pipeline. On a high level you're just sending kernels to be executed on the GPU and you're free to organize things any way you like
- gpm 9y agoI haven't done anything with OpenCL, it's been on my "find an excuse to use this" list for awhile now. I think you might be getting a false impression of Vulkan though. All the vertex shader, fragment shader, submit a buffer filled with geometry primitives, set depth clamping and filter triangles based on winding order, etc pipeline is still there, it's just much more explicit about how you are using it. There is also support for compute shaders that are more what I imagine OpenCL to be like. If you're doing traditional polygon rendering that's going to be slow. Even in my ray tracing project (that does most of the rendering in a compute shader), I imagine using OpenCL would have made it a bit of a pain to display the results realtime to the screen so people can actually play.
- geokon 9y agoThanks for clearing it up for me. So the pipeline is there but it's stateless... that sounds cool and I guess I really need to try it out. Using OGL a bit it definitely has this weird archaic feeling with all its state. I found it kind of fun and I didn't really shoot myself in the foot with it, but it definitely felt like "this is not how we write software now a days" haha