Const-me 3 days ago

I don’t know answer to your question, but I recalled something relevant. Some time ago, Microsoft had a tech which compiled almost normal looking C++ into Direct3D 11 compute shaders: https://learn.microsoft.com/en-us/cpp/parallel/amp/cpp-amp-o... The compute kernels are integrated into CPU-running C++ in the similar fashion CUDA does.

As you see, the technology deprecated in Visual Studio 2022. I don’t know why but I would guess people just didn’t care. Maybe because it only run on Windows.

  • Wumpnot 3 days ago

    Yes I found CPP AMP really interesting, but since it only ran on Windows..never used it for anything.

    • Const-me 3 days ago

      It’s unfortunate they have deprecated it. We how have DXVK which implements D3D11, including compute shaders, for any platform which supports Vulkan. Making that (or a conceptually similar) thing work across platforms is no longer prohibitively expensive.

      I believe that approach, i.e. the compute shaders, is the correct thing to do because modern videogames use them a lot, the runtime support is stable and performant now. No need for special HPC-only drivers or runtime components.