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I know it won't happen overnight, but since it's already possible to do software rasterization for small triangles faster than hardware, having a graphics API f
by mschuetz 3y ago
I know it won't happen overnight, but since it's already possible to do software rasterization for small triangles faster than hardware, having a graphics API framework starts losing its purpose. After all, we want to have the detail of small triangles anyway. Just let us draw to the screen in CUDA without the need for OpenGL/Vulkan interop, and I believe we'll soon see a shift to serious compute-based real-time rendering.
Basically, instead of graphics being a framework, I want graphics to be a straightforward library you include and use in your CUDA/HIP/SYCL/OpenCL code.
- vitaminka 3y ago> let us draw to the screen in CUDA without the need for OpenGL/Vulkan interop how would that work? like GPU frameworks would just be compute (like cuda) and some small component of it would just allow to write the end result to a buffer which would be displayed or smth?
- mschuetz 3y agoExactly. Things like that already work with a workaround: You can use Cuda-OpenGL interop to expose an OpenGL framebuffer in CUDA, then you can simply write into that framebuffer from your CUDA kernel, and afterwards you get back to OpenGL to display it on screen. Just directly integrate that functionality in CUDA by providing a CUDA native framebuffer and a present(buffer) or buffer swap functionality.