> Luckily, AMD has an open-source solution for developers just for that. HIP (Heterogeneous-computing Interface for Portability) is a C++ runtime API and kernel language that allows developers to create portable applications for AMD and NVIDIA® GPUs from a single source code. This allows the Blender Cycles developers to write one set of rendering kernels and run them across multiple devices. The other advantage is that the tools with HIP allow easy migration from existing CUDA® code to something more generic.
Could you provide some pointers to where someone who's moderately familar with OpenCL should start looking to learn to do compute with Vulkan? I find the documentation quite fractured.
This has been my experience as well: the few Vulkan Hello, World I've seen all have a mile and half boilerplate code before you can open a window and draw an effing pixel in it.
Also, from an admittedly quick glance at Vulkan ... I haven't really seen specs for a full-fledged CUDA / OpenCL modern replacement.
So, that's it, OpenCL is out the door, no more standardized way to write GPU compute code, I guess.