For example, Metal compute shaders are C++14 and Khronos only adopted C++ in OpenCL after the beating they took from CUDA, which supported it since the beginning.
Well, some people refuse to use non-platform-native lowest-common-denominator libs, so there's that too...
Apple/Google/Microsoft/Mozilla and others are all participating
And maybe the same informal/external support model for OpenCL?
Performance will be diminished but not extinguished.
Doesn't seem cost-effective at scale to run on beefy Apple machines.
This is sort of like saying "people only do web serving workloads on Linux, we don't need web servers to run on Apple machines" to me.
Almost all of my (and my lab's) time is spent tinkering with small numerical examples before sending it off to one of the lab machines to run overnight, and using the GPU on the MBP through OpenCL is a huge advantage.
Sadly, most companies won't have any choice but to port their app to Apple's proprietary APIs. It's really a net loss for consumers because most of these devs have better things to spend their time on than Apple breaking compatibility on a whim.
Pixelmator, at least, is based on Core Image, which Apple has probably already moved from OpenCL to Metal.
I know this isn't what you're really complaining about, though.
You mean Objective-C++.
The only successful variants of it, actually do constrain devs with either Web or Java corporate frameworks, with a very tiny subset of native code allowed to take part into the whole game.