Re:Let's compile like it's 1992 (2014)
by zozbot234 on Monday February 26, 2024 @10:26AM
(#39512335)
Even rendering "flat colored shapes" efficiently can be a bit non-trivial if you expect pixel-perfect results, like you'd get by plotting to an ordinary framebuffer - the GPU's fixed rendering pipeline is not generally built for that. The emerging approach is to use compute shaders, and these are not yet fully integrated with existing programming languages - you can't just edit ordinary C++/Rust code and have it seamlessly compile for CPU and GPU rendering. But we're getting closer to that.
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