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I write shaders as a hobbyist game developer (I'm not in the gaming/graphics industry). I appreciated the submission. Shader code is often counterintuitive, I
by bradford 9y ago
I write shaders as a hobbyist game developer (I'm not in the gaming/graphics industry). I appreciated the submission. Shader code is often counterintuitive, I tend to think like a mathematician and not an optimizer when I read code examples, and I always wonder why the code is written in the way it is. This paper makes it clearer!
One question: On slide 13, the author outlines some of the limitations on the compiler. In the ~4 years since the paper was published, have compilers gotten better at solving some of these problems? or are these instead fundamental problems that will more or less always be present?
- unsigner 9y agoDon't count on it, write it out (unless it's much uglier - in which case, still write it out, but leave the original code in a comment.) New architectures, new platforms, a mess of shader languages, and the practice of customizing shaders for big titles leads to driver/compiler teams being chronically understaffed and overworked.