Targeting GLES2, I've found myself in big blocks while implementing a certain massively parallelizable game logic (basically a grid based particle simulation for a sandbox game ).
There are multiple choices to utilize GPUs, I considered using openCL, Compute shaders and in the hopes of supporting more devices ( especially in mobile space ) I also considered implementing the logic in fragment shaders.
I actually have no valid reason why my first decision was to implement the logic in fragment shaders, it was just a gut feeling that t would be more widely supported, than compute shaders, even more so than openCL. I've also posted a SO question about it:
It stated that compute shader support was quite low. Despite the answer being from last year, I wouldn't think the situation have got any better.
That would be fine, it's just that I can't seem to find any documentation about this, so I'm not sure whether or not I should dance around the roadblocks of implementing everything in a fragment shader, or I should just stop fighting windmills and use compute shaders or even openCL..
Any input on the topic is greatly appreciated, and I do hope I found the best media for such questions...
Thank you in advance!
Targeting GLES2, I've found myself in big blocks while implementing a certain massively parallelizable game logic (basically a grid based particle simulation for a sandbox game ).
There are multiple choices to utilize GPUs, I considered using openCL, Compute shaders and in the hopes of supporting more devices ( especially in mobile space ) I also considered implementing the logic in fragment shaders.
I actually have no valid reason why my first decision was to implement the logic in fragment shaders, it was just a gut feeling that t would be more widely supported, than compute shaders, even more so than openCL. I've also posted a SO question about it:
https://gamedev.stackexchange.com/questions/192206/opengl-compute-shader-vs-fragment-shader-device-support
Unfortunately I found no documentation about the support of such technologies, except for a SO Question here: https://stackoverflow.com/questions/60794310/how-to-use-compute-shaders-on-mobile-unity/63050577#comment119252711_63050577
It stated that compute shader support was quite low. Despite the answer being from last year, I wouldn't think the situation have got any better.
That would be fine, it's just that I can't seem to find any documentation about this, so I'm not sure whether or not I should dance around the roadblocks of implementing everything in a fragment shader, or I should just stop fighting windmills and use compute shaders or even openCL..
Any input on the topic is greatly appreciated, and I do hope I found the best media for such questions... Thank you in advance!