Kernel development + C++26 reflection = 🧡
Anyone who has written a non-trivial GPU kernel has hit the same wall. You define a struct in C++ and pass it to a kernel. Six months later, somebody adds a member, forgets to update the matching layout on the device side, and a 200-line shader reads garbage. The compiler doesn’t help. The runtime doesn’t […]
Kernel development + C++26 reflection = 🧡 Read More »