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> where you can write something that is both syntactically correct and cannot by inferred into logic by the synthesis part of the tool (equivalent of the code generator in a compiler).

A decade ago, programming GPU shaders was similar to that. You could use a higher-level language but there were tight limits on everything, instructions, branches, texture lookups, etc. Here’s a summary for GL, DX was the same because they were hardware limitations of corresponding GPUs: https://stackoverflow.com/a/5601884/126995 Modern GPU chips are way more capable so that’s mostly history now.



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