GPU has always suffered from too many abstractions between you and the HW.
Even Vulkan+spirv is guilty of this.
We have always written scalar shaders for vector machinery.
CPU at least let’s you write intrinsics that are straight vector operations.
Even Vulkan+spirv is guilty of this.
We have always written scalar shaders for vector machinery.
CPU at least let’s you write intrinsics that are straight vector operations.
Comments
I remember rolling my eyes when Apple put OOP in their shader language.
And now the industry thinks this is totally fine.
More abstraction.
And when perf lacks, the coder needs to think about totally nebulous concepts like warps.
(*) except Fabian