Sorry bad link and I can't edit the post.
https://forum.beyond3d.com/posts/1869146/
https://forum.beyond3d.com/posts/1867679/
https://forum.beyond3d.com/posts/1869146/
https://forum.beyond3d.com/posts/1867679/
Shader Model 6? The shader model shipped with DirectX 12 is 5.1 which is essentially SM 5.0 + direct resource indexing (oh, and Root Signature via HLSL).. Yeah, we do not have a true new shader model since SM 4.0...
Do we really need them in any programming language ?Do we really need virtuals in HLSL?
No, we don't need virtuals. But we need templates.Do we really need virtuals in HLSL?
Templates and any other forms of horizontal inheritance are always welcomedNo, we don't need virtuals. But we need templates.
Do we really need them in any programming language ?
(answer is no)
That's one area where the queue priorities would probably help. There is likely some control, albeit in drivers, over work distribution. Limit graphics to 70% occupancy, reserving 30% for compute for example. This will probably get exposed in Vulkan, DX12 is another matter(one compute queue). Those features should make async somewhat self tuning based on hardware. I know ACEs are programmable(drivers). It would make sense the work distributor could be configured as well. Score shaders by tex/memory:math ratio and attempt to balance all the compute units.
Depends on the revision of the GCN architecture.My inclination is that the ACE's and work distributor arn't this smart to do such things.