-Movit has chosen to run all pixel processing on the GPU, using GLSL—OpenCL is
-way too young, and CUDA is single-vendor (and also surprisingly hard to
-get good performance from for anything nontrivial). While “run on the GPU”
-does not equal “infinite speed” (I am fairly certain that for many common
-filters, I can beat the Intel-based GPU in my laptop with multithreaded SSE
-code on the CPU—especially as moving the data to and from the GPU has a cost that is not
-to be taken lightly), GPU programming is probably the _simplest_ way of writing
-highly parallel code, and it also frees the CPU to do other things like video
-decoding.
+Movit has chosen to run all pixel processing on the GPU, mostly using GLSL
+fragment shaders. While “run on the GPU” does not equal “infinite speed”,
+GPU programming is probably the _simplest_ way of writing highly parallel code,
+and it also frees the CPU to do other things like video decoding.
+
+Although compute shaders are supported, and can be used or speedups if
+available (currently, only the deinterlacer runs as a compute shader), it is
+surprisingly hard to get good performance for compute shaders for anything
+nontrivial. This is also one of the primary reasons why Movit uses GLSL and
+not any of the major GPU compute frameworks (CUDA and OpenCL), although it
+is also important that it is widely supported (unlike CUDA) and driver quality
+general is fairly good (unlike OpenCL).