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Somehow this is funny that it works at all. With the advent of SPIR-V we're clearly seeing more experiments in the shading languages space.
This is good news. DirectX being the other big graphics API if it adopts SPIR-V as interchange format it'll open the way to more shader reuses.
Interesting dive into the experience of writing a small Vulkan engine (almost) from scratch.
The difficult path for Vulkan. The data obviously is biased since it includes games and most of them are still targeting Windows and so DirectX. I'd be curious to see something similar excluding games (and so focusing on medical, industrial etc.).
Interesting proof of concept to compile C++ into shaders. This reminds CUDA a bit without being tied to a given GPU brand.
Interesting introduction into WebGPU. Nice to see it's not quite Vulkan because some abstraction is needed in the browser (although, of course the approach is similar). There's also a couple of design choices which are welcome to improve portability.
Now let's hope it gets stable and widely supported soon.