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What I don’t like is having to rewrite all my compute shaders and being forced to give away the sources.
by jacobgorm 3y ago
What I don’t like is having to rewrite all my compute shaders and being forced to give away the sources.
- potwinkle 3y agoI'd rather know the sources than have every website be an opaque WASM blob.
- DaiPlusPlus 3y agoShaders haven’t been precompiled for PC in years due to GPU heterogeneity - it’s only games consoles where binary shaders are usable. OpenGL’s wiki is full of dire warnings about relying on binary shader representations: https://www.khronos.org/opengl/wiki/Shader_Compilation https://www.khronos.org/opengl/wiki/Shader_Compilation I’m surprised there isn’t much support for even a bytecode representation…
- speps 3y agoShaders on PC are still compiled, but to a bytecode format (DXBC or DXIL for DirectX, SpirV for Vulkan). The sources aren't shipped. The graphics drivers still have a step to compile this bytecode into the GPU's architecture low level shader assembly of course.
- pjmlp 3y agoOpenGL is the only native API that never fully embraced bytecodes for shaders.