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Khronos is pushing for SPIR-V, which isn't a language but a bytecode. There are a lot of good reasons to do this: It allows innovation for shading languages to
by roblabla 5y ago
Khronos is pushing for SPIR-V, which isn't a language but a bytecode. There are a lot of good reasons to do this: It allows innovation for shading languages to take place as anyone can build their own language and compile it down to SPIR-V, and it's much easier to parse than, say, GLSL, making it easier the proprietary drivers aren't doing something stupid.
The DirectX shading language (HLSL) and the metal shading language (MSL) could both compile down to SPIR-V, other than the occasional missing feature that's not standardized yet.
- kvark 5y agoRight, SPIRV is a good format as the destination of your shader pipeline. But it can only be that on Vulkan. With other backends, SPIRV doesn’t help, and instead stands in the way. https://kvark.github.io/spirv/2021/05/01/spirv-horrors.html https://kvark.github.io/spirv/2021/05/01/spirv-horrors.html