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I'm working with SDL GPU now, and while it's nice, it hasn't quite cracked the cross platform nut yet. You still need to maintain and load platform-specific sha
by ryandrake 1y ago
I'm working with SDL GPU now, and while it's nice, it hasn't quite cracked the cross platform nut yet. You still need to maintain and load platform-specific shaders for each incompatible ecosystem, or you need a set of "source of truth" HLSL shaders that your build system processes into platform-specific shaders, through a set of disparate tools that you have to download from all over the place, that really should be one tool. I have high hopes for SDL_shadercross to one day become that tool.
- shortrounddev2 1y agoI thought shaders just needed to be compiled to spir-v
- ryandrake 1y agoMy comment was specifically about cross-platform. Apple operating systems don't know what spir-v is.
- shortrounddev2 1y agoOh well sure if you're targeting apple as a platform you're gonna have to deal with their special snowflake graphics API
- tombert 1y agoI wish Apple had made a point to support Vulkan. I know about MoltenVK and all that fun stuff, but for a time, there was a graphics API that worked on all of the major platforms: OpenGL. Vulkan was meant to succeed OpenGL, and despite my annoyances with the API, I still think that it's nice to have an open standard for these things, but now there isn't any graphics API that works on everything.