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> Vulkan and OpenGL both already support mesh shaders, which is a compute-oriented alternative to the traditional rasterization pipeline. Mesh shaders are a st
by mschuetz 3y ago
> Vulkan and OpenGL both already support mesh shaders, which is a compute-oriented alternative to the traditional rasterization pipeline.
Mesh shaders are a step in the right direction, but they are still embedded in all that unnecessary Vulkan fluff. I would want these things in CUDA because it does the opposite approach of Vulkan - it makes the common things easy, and the hard/powerful things optional. Just let me draw things directly in CUDA, and maybe give access to the hardware rasterizer via a CUDA call.
- account42 3y ago> CUDA [...] makes the common things easy Only if the common thing does not include running on hardware of more than one vendor. Which is a pretty common requirement for any consumer software.
- mschuetz 3y agoYou're missing the point. CUDA is easy but also powerful, and it shows there is no reason that other APIs need to be hard and cumbersome.