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Comment by Calavar

I've seen a few projects along the lines of shader programming in C++, shader programming in Rust, etc., but I'm not sure that I understand the point. There's a huge impedence mismatch between CPU and GPU, and if you port CPU centric code to GPU naively, it's easy to get code that slower than the CPU version thanks to the leaky abstraction. And I'm not sure you can argue pareto principle: Because if you had a scenario where 80% of the code is not performance sensitive, why would you port it to GPU in the first place?

Anyway, there's a good chance that I'm missing something here because there seems to be a lot of interest in writing shaders in CPU centric languages.

parent Calavar 1 year ago

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