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> the API was high-friction due to the shader language, and the glue between shader and CPU Direct3D 11 compute shaders share these things with Vulkan, yet D3D
by Const-me 3y ago
> the API was high-friction due to the shader language, and the glue between shader and CPU
Direct3D 11 compute shaders share these things with Vulkan, yet D3D11 is relatively easy to use. For example, see that library which implements ML-targeted compute shaders for C# with minimal friction: https://github.com/Const-me/Cgml https://github.com/Const-me/Cgml The backend implemented in C++ is rather simple, just binds resources and dispatches these shaders.
I think the main usability issue with Vulkan is API design. Vulkan was only designed with AAA game engines in mind. The developers of these game engines have borderline unlimited budgets, and their requirements are very different from ordinary folks who want to leverage GPU hardware.
- pjmlp 3y agoOn top of that, while Vulkan has a fraction of OpenGL lifetime, it isn't shy of outpacing it in extensions spaghetti.