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by exDM69 3699 days ago
The issues pointed out by OP are mostly gone in the new Vulkan API, which is the new graphics API from Khronos. Shaders are shipped in SPIR-V bytecode binary format and the binding of resources to shader inputs is more memory-oriented.

Time to go learn a new API :)

1 comments

The article does mention Vulkan:

Direct3D and the next generation of graphics APIs—Mantle, Metal, and Vulkan—clean up some of the mess by using a bytecode to ship shaders instead of raw source code. But pre-compiling shader programs to an IR doesn’t solve the fundamental problem: the interface between the CPU and GPU code is needlessly dynamic, so you can’t reason statically about the whole, heterogeneous program.