The example language is using GLSL/HLSL-like resource binding.
I find this resource binding horrible and complex. On the other hand, Metal 3.0 resource binding
API is the simplest and most powerful at the same time. You don't need the complexity of DX12 and Vulkan.
Are there any plans for moving to essentially what CUDA/OpenCL/Metal do?
You simply declare a standard C/C++ struct with data, GPU pointers and sampler/texture handles
and pass them as a regular function parameters.
The example language is using GLSL/HLSL-like resource binding.
I find this resource binding horrible and complex. On the other hand, Metal 3.0 resource binding
API is the simplest and most powerful at the same time. You don't need the complexity of DX12 and Vulkan.
Are there any plans for moving to essentially what CUDA/OpenCL/Metal do?
You simply declare a standard C/C++ struct with data, GPU pointers and sampler/texture handles
and pass them as a regular function parameters.