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These attempts at better GPU abstraction layers (starting from the Sebastian Aaltonen article and continuing with the Loon GPU API in the linked article or the
by sirwhinesalot 3mo ago
These attempts at better GPU abstraction layers (starting from the Sebastian Aaltonen article and continuing with the Loon GPU API in the linked article or the Odin-based no_gfx) all have the issue that they're building on top of the current jank APIs we have.
Basically, they're all still concerned with the realities of current day GPU hardware, which in turn means they too, much like DirectX and Vulkan, will eventually become "bad" abstractions.
IMO, if there is any mention of a "vertex" or "fragment" shader, it's still not there yet. End goal should be massively parallel CPU, no graphics-specific functionality beyond compiler intrinsics for whatever can't be done efficiently in software. Something like CUDA is the target to aim for.