Having done some minor poking around with slang i have a new set of Shader Language Hot Takes:
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Having done some minor poking around with slang i have a new set of Shader Language Hot Takes:
- Only output spirv. Having 10 backends sucks ass.
- Only ingest your language. It's neat to take mostly unmodified hlsl and glsl, but if you're building something greenfield i don't like it.
- The semantics of operations is *really complex* in the multitude of shader languages and environments. You should really really really document this stuff for your own language, and also how it translates. -
Having done some minor poking around with slang i have a new set of Shader Language Hot Takes:
- Only output spirv. Having 10 backends sucks ass.
- Only ingest your language. It's neat to take mostly unmodified hlsl and glsl, but if you're building something greenfield i don't like it.
- The semantics of operations is *really complex* in the multitude of shader languages and environments. You should really really really document this stuff for your own language, and also how it translates.I don't have any insider information about the actual plans of khronos vis-a-vis glsl / slang, but I do wish everyone would get together and write a new shader language that is forward looking, upon a more robust foundation. (and i REALLY don't want to be writing shaders in C++ thanks)
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