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> HLSL evolution roadmap

...that's just because of the traditional-game-dev Stockholm syndrome towards C++ (but not too much C++ please!).

> Khronos future for Vulkan

As far as I'm aware Khronos is not planning to move the Vulkan API to C++ - and the 'modern C++' sample code which adds a C++ RAII wrapper on top of the Vulkan C API does more harm than good (especially since lifetime management for Vulkan object is a bit more involved than just adding a class wrapper with a destructor).

See the talks around Vulkan ecosystem, and GPU shading languages from February.

There is more than one sample using C++, now they make use of C++20, including modules if desired.

> now they make use of C++20, including modules if desired.

It's in line with many other shitty design decisions coming out of Khronos, so I'm not even surprised ;)

IMHO it's a pretty big problem when the spec is on an entirely different abstraction level than the sample code (those new samples also move significant code into 'helper classes', which means all the interesting stuff is hidden away).