One of the main things I can't do in the current graphics API is run a 2D renderer within bounded memory, at least without having a fence and readback to the CPU, which could tank performance. The underlying problem can do it, but you need to be able to dynamically dispatch the various parts of the problem and use queues to connect the pieces, which compute shaders can't do. The recent development of work graphs can do queues and bounded memory, but...
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...can't sustain the ordering guarantees you need for correct 2D rendering.
I'm more bullish on work graphs now, especially after attending HPG (https://www.highperformancegraphics.org/2024/program/index.html) and seeing the two work graph talks there. However, they need more baking; the current version is still pretty limited.
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