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Huh... bit of a way off, but that could lead to a rather convoluted way to implement OpenCL on Vulkan (CLon12->DXVK)
by happycube 5y ago
Huh... bit of a way off, but that could lead to a rather convoluted way to implement OpenCL on Vulkan (CLon12->DXVK)
- my123 5y agoD3D12 has more compute features than Vulkan has. It works out for DXVK because games often don’t use those, but it’ll cause much more issues with CLon12. By the way, if you are ready to have a _limited_ implementation without a full feature set because of Vulkan API limitations, clvk is a thing. The list of limitations of that approach is at https://github.com/google/clspv/blob/master/docs/OpenCLCOnVulkan.md https://github.com/google/clspv/blob/master/docs/OpenCLCOnVu... tldr: Vulkan and OpenCL SPIR-V dialects are different, and the former has significant limitations affecting this use case