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> Vulkan and OpenGL both already support mesh shaders, which is a compute-oriented alternative to the traditional rasterization pipeline.

Mesh shaders are a step in the right direction, but they are still embedded in all that unnecessary Vulkan fluff. I would want these things in CUDA because it does the opposite approach of Vulkan - it makes the common things easy, and the hard/powerful things optional. Just let me draw things directly in CUDA, and maybe give access to the hardware rasterizer via a CUDA call.



> CUDA [...] makes the common things easy

Only if the common thing does not include running on hardware of more than one vendor. Which is a pretty common requirement for any consumer software.


You're missing the point. CUDA is easy but also powerful, and it shows there is no reason that other APIs need to be hard and cumbersome.




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