parallel processing - Is the distinction between vertex and pixel shader necessary or even beneficial? -


from i've been able get, both vertex , pixel shader operations boil down passing data , doing lot of same every available unit. surely, vertex , pixel shaders in different parts of classical graphical pipeline, wouldn't better have more abstraction , able create arbitrary order of arbitrary data , parallel operations it? guess such abstraction can applied emulate opencl, compute shaders , whatever general or specialized compute api.

specialization helps drivers perform optimally , simplifies application code. pixel-shaders occur after rasterization. it's great not have worry rasterizing. use cuda or opencl in graphics agnostic way. alt. yes. it's coming.


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