today everywhere you can read about new mobile GPUs like Tegra and the number of vertex and fragment shaders.
For example Tegra can only use OpenGL and no CUDA and no OpenCL. I ask me how to use more than one vertex
and fragment shader? In Opengl the programmer only has to write code for the vertex and fragment shader but
he has not to choose options for more shaders.On the other hand CUDA is made for parallism programming
and it is easy to use.
But my main problem is which part in modern OpenGL Systems is proper for parallelism execution on the shaders?