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mschuetz | 2 years ago
One of the features that would get compute shaders far ahead compared to now would be pointers and pointer casting - Just let me have a byte buffer and easily cast the bytes to whatever I want. Another would be function pointers. These two are pretty much the main reason I had to stop doing a project in OpenGL/Vulkan, and start using CUDA. There are so many more, however, that make life easier like cooperative groups with device-wide sync, being able to allocate a single buffer with all the GPU memory, recursion, etc.
Khronos should start supporting C++20 for shaders (basically what CUDA is) and stop the glsl or spirv nonsense.
gmueckl|2 years ago
pjmlp|2 years ago
So yet another thing where Khronos APIs are dependent on DirectX evolution.
It used to be that AMD and NVidia would first implement new stuff on DirectX in collaboration with Microsoft, have them as extensions in OpenGL, and eventually as standard features.
Now even the shading language is part of it.