Originally posted by dragorth
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Khronos Group Posts Their Vulkan + SPIR-V Q&A
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Originally posted by smitty3268 View PostIt would still require porting HLSL shaders to GLSL which is probably non-trivial for a lot of games, although ones that have already been ported to OpenGL would have that part done.
at least according to this
while this is how Unity 5 does it right now (i think it is also somewhat how UE4 does it. not sure but it is suspiciously alike)
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Originally posted by smitty3268 View PostIt would still require porting HLSL shaders to GLSL which is probably non-trivial for a lot of games, although ones that have already been ported to OpenGL would have that part done.
I think I am forgetting one that came out around the same time as Valve released theres. These are just the ones I know about that are for sure open source. I know of, several others, including the Unity one that we don't have the source to, and the Unreal Engine that we can get access to the sore, we just can't use it outside of Unreal, and several others that were abandoned before they were finished.
Yes, DX9 and DX10/11 shaders are different, but we have the different converters for them. However, the optimal solution will be to turn one of those into a HLSL to SPIR-V converter that becomes a standard. Then we don't have that extra compile step.
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Originally posted by dragorth View PostHowever, the optimal solution will be to turn one of those into a HLSL to SPIR-V converter that becomes a standard. Then we don't have that extra compile step.
Regarding all the other HLSL translators available now - sure, they exist, but for the most part they kind of suck or have lots of limitations to them. Most only support a subset of HLSL, or only DX9, or etc.... The sooner we can rely on an HLSL -> SPIR-V compiler, the better off everyone will be.
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