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<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Supporting Unified Shader Specialization by Co-opting C++ Features · HackerPapers discussions</title><link>https://hackerpaper.kaipfister.de/p/2109.14682/</link><description>Collected HN comments and submissions linking this paper.</description><language>en</language><lastBuildDate>Mon, 02 Nov 2026 11:16:22 GMT</lastBuildDate><atom:link href="https://hackerpaper.kaipfister.de/p/2109.14682/feed.xml" rel="self" type="application/rss+xml" /><item><title>Supporting Unified Shader Specialization by Co-opting C++ Features — mentioned by raphlinus</title><link>https://news.ycombinator.com/item?id=30648291</link><guid isPermaLink="false">urn:hackerpapers:mention:2109.14682:30648291</guid><pubDate>Sat, 12 Mar 2022 02:02:22 GMT</pubDate><description>&lt;p&gt;It may be close to a technical impossibility, but the Circle compiler by Sean Baxter is attempting it. That&amp;#x27;s based on an aggressive &amp;quot;de-pointerization&amp;quot; (see [1] in particular for details). There&amp;#x27;s also academic work[2] to compile C++ to shaders. I agree that it&amp;#x27;s an open question how well that will work out. Also as pointed out elsethread, now that buffer device address is starting to land, the friction to compile pointer-intense C++ code should decrease even more. These are exciting times! [1]: https://github.com/seanbaxter/shaders#approaching-circle-sha... [2]…&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2109.14682/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item><item><title>Supporting Unified Shader Specialization by Co-opting C++ Features — mentioned by raphlinus</title><link>https://news.ycombinator.com/item?id=30342782</link><guid isPermaLink="false">urn:hackerpapers:mention:2109.14682:30342782</guid><pubDate>Tue, 15 Feb 2022 04:27:40 GMT</pubDate><description>&lt;p&gt;While it has roots in C, I think it&amp;#x27;s better to consider it a separate language, especially in more modern forms (Metal is C++14). Metal is locked into Apple&amp;#x27;s proprietary platforms, but there is other work in compiling C++ to portable shaders, particularly Sean Baxter&amp;#x27;s Circle, as well as some academic work[1]. There&amp;#x27;s also of course rust-gpu. I think it&amp;#x27;s fair to say that in 5 to 10 years we will no longer be writing shaders in C, but will have moved on to a higher level language. [1]: https://arxiv.org/pdf/2109.14682.pdf&lt;/p&gt;&lt;p&gt;&lt;a href="https://hackerpaper.kaipfister.de/p/2109.14682/"&gt;Paper and discussion history&lt;/a&gt;. A mention is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item><item><title>Supporting Unified Shader Specialization by Co-opting C++ Features — HN submission</title><link>https://news.ycombinator.com/item?id=28738750</link><guid isPermaLink="false">urn:hackerpapers:submission:2109.14682:28738750</guid><pubDate>Sun, 03 Oct 2021 17:14:33 GMT</pubDate><description>&lt;p&gt;Unified Shader Programming in C++&lt;/p&gt;&lt;p&gt;&lt;/p&gt;&lt;p&gt;106 points; 77 discussion replies on HN. &lt;a href="https://hackerpaper.kaipfister.de/p/2109.14682/"&gt;Paper and source history&lt;/a&gt;. A submission is not an endorsement.&lt;/p&gt;</description><category>cs.GR</category></item></channel></rss>
