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> is a pipeline architecture with extremely tight constraints on side-effects

That was true 10 years ago. Now they're just tight constraints but not extremely so: there're append buffers, random access writeable resources, group shared memory, etc.

> The way the C-style semantics interface to the behavior of the shader seems very hacky

I agree about GLSL, but HLSL and CUDA are better in that regard, IMO.




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