> 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.
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.