Degerz
Degerz
This is pretty much impossible since SPIR-V shaders in Vulkan don't have the necessary execution model or the features as found with SPIR/SPIR-V kernels ... I guess it [explains](https://developer.codeplay.com/products/computecpp/ce/guides/platform-support) why...
I can't remember correctly but I'm pretty sure the creator of this emulator did not intended to have hacks integrated into it. I think he wanted to design this project...
I imagine the release of the fragment shader interlock [extension](https://www.khronos.org/registry/vulkan/specs/1.1-extensions/man/html/VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT.html) in Vulkan is going to make things a lot more worthwhile.
> Having the ability to port to different APIs is useful, I could see you wanting to do a Metal backend, because Apple. Might as well have a D3D12 backend...
Is it possible that we can just profile the game IDs and load game specific settings while letting the community figure out the needed soft float instructions to create those...
How many of the VU instructions do you wager would need a soft float implementation so that we can reduce that count ? Or is it possible that we can...
Honestly, sparse resources probably aren't worth baking into the API given the complexity and drawbacks. This feature seems to have fallen from favour and I don't believe it'll be the...
You'd be surprised but the alternatives ended up being better in real world practice ... Using sparse resources for shadow mapping is a bad idea since you would have to...
Here's somewhat [recent data](https://forums.developer.nvidia.com/t/sparse-texture-binding-is-painfully-slow/259105) on how sparse resource binding performs on a high-end desktop GPU ... 
Not an Nvidia employee so here's my opinion ... There's no purpose for an OpenCL backend since games or game engines will never be caught using OpenCL to begin with....