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tiffany3528 karma

How hard will it be to move codebases between OpenCL and Vulkan? Will OpenCL C++ be able to compile to and run as Vulkan shaders? From the SPIR-V spec, I saw that programs have specific capability sets, including one for CL kernels and one for VK shaders, despite both APIs using SPIR-V.

What kind of extensions can we expect to see for SPIR-V, and will it be supported by other APIs than OpenCL and Vulkan?

How much do you think existing game engines and toolkits will have to change to reflect the full flexibility of Vulkan? Will we need entirely new abstractions, and how hard is it to support the old ones?