Doug Binks<p>Interesting paper:</p><p>HPG 2025: No More Shading Languages: Compiling C++ to Vulkan Shaders</p><p><a href="https://graphics.cg.uni-saarland.de/papers/devillers-2025-hpg-vcc.pdf" rel="nofollow noopener" translate="no" target="_blank"><span class="invisible">https://</span><span class="ellipsis">graphics.cg.uni-saarland.de/pa</span><span class="invisible">pers/devillers-2025-hpg-vcc.pdf</span></a></p><p>I'd love to be able to write kernels I can use on both the CPU and GPU, so this sounds interesting.</p><p><a href="https://mastodon.gamedev.place/tags/HPG2025" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>HPG2025</span></a> <a href="https://mastodon.gamedev.place/tags/Shaders" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Shaders</span></a> <a href="https://mastodon.gamedev.place/tags/CPlusPlus" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CPlusPlus</span></a> <a href="https://mastodon.gamedev.place/tags/RayTracing" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>RayTracing</span></a></p>