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As the other comment mentioned, this is still true if you want to support legacy graphics APIs. A non-negligible amount (~20%) of Android phones cannot execute
by Qasaur 6y ago
As the other comment mentioned, this is still true if you want to support legacy graphics APIs. A non-negligible amount (~20%) of Android phones cannot execute compute pipelines as they only support OpenGL ES 3.0 - compute shaders were introduced in GLES 3.1.
While it is an headache if you want to support compute on legacy devices, I do think that writing regular vertex/fragment shaders for general purpose GPU computation is an underrated pleasure as you really need to break out the coding golf toolkit to squeeze out maximum performance.
- gh123man 6y agoTo add to this - it's not just legacy/Android devices. Since Apple dropped support for OpenGL in favor of metal, cross platform OpenGL compute shaders are now impossible since iOS will never get OpenGL ES 3.1. This has caused headaches for me as I wrote a cross platform game and am now pinned to GLES 3.0 forever.