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So first you develop your game for Windows on DirectX, and than you make a port to OSX/iOS/Android using OpenGL, and than if you're lucky you make a port to XBo
by dmytroi 10y ago
So first you develop your game for Windows on DirectX, and than you make a port to OSX/iOS/Android using OpenGL, and than if you're lucky you make a port to XBox and PS4, maybe WiiU. Graphics pipeline rendering code is really small and simple part of any game, usually in big games you do have different render code for different GPU series or/and platforms, but it's much smaller in comparison with everything else.
What's big and bulky - shaders themselves, but there are solutions to translate them between different available languages.
- shmerl 10y ago> What's big and bulky - shaders themselves, but there are solutions to translate them between different available languages. Those solutions aren't really ready yet: https://github.com/KhronosGroup/glslang/issues/200 https://github.com/KhronosGroup/glslang/issues/200
- dmytroi 10y agoI might be harsh to say it, but current vulkan/spir-v tooling is more like a toy than production ready. If one need to convert HLSL to GLSL then one probably will use something like https://github.com/James-Jones/HLSLCrossCompiler https://github.com/James-Jones/HLSLCrossCompiler and IIRC one place just used advanced macros magic to make HLSL and GLSL from the same source code :)
- shmerl 10y ago> but current vulkan/spir-v tooling is more like a toy than production ready. Yes, that's what I meant too. It's not ready (translation to SPIR-V from HLSL). GLSL → SPIR-V should be in better shape.