Earlier quoted context omitted.
I also want what you're describing. It seems like the ideal "data-in-out" pipeline for purely compute based shaders. I've brought it up several times when talking with folks who work down in the chip level for optimizing these operations and all I can say is, there are a lot of unforeseen complications to what we're suggesting. It's not that we can't have a GPU that does these things, it's apparently more of a combin…
This is true, but what the parent comment is getting at is we really just want to be able to address graphics memory the same way it's exposed in CUDA for example. Where you can just have pointers to GPU memory in structures visible to the CPU, without this song and dance with descriptor set bindings.
I am fairly sure that nVidia intentionally wants to keep addressable memory as a feature only for CUDA (among many other features).
Having CUDA be far superior to other shader code methods is good for vendor lock-in to their hardware, their software, their drivers, etc.
It is really sad seeing that the addressing is possible, but they won't open it up to everyone.