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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)

  • Oblomovundefined Oblomov shared this topic

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