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Re:Vulkan Tutorial by dmytroi on Tuesday July 19, 2016 @04:11AM (#12120502)
So first you develop your game for Windows on DirectX, and than you make a port to OSX/iOS/Android using OpenGL, and than if you're lucky you make a port to XBox and PS4, maybe WiiU. Graphics pipeline rendering code is really small and simple part of any game, usually in big games you do have different render code for different GPU series or/and platforms, but it's much smaller in comparison with everything else.

What's big and bulky - shaders themselves, but there are solutions to translate them between different available languages.

Re:Vulkan Tutorial by shmerl on Tuesday July 19, 2016 @11:48AM (#12122415)
> What's big and bulky - shaders themselves, but there are solutions to translate them between different available languages.

Those solutions aren't really ready yet: https://github.com/KhronosGroup/glslang/issues/200

Re:Vulkan Tutorial by dmytroi on Tuesday July 19, 2016 @04:02PM (#12124414)
I might be harsh to say it, but current vulkan/spir-v tooling is more like a toy than production ready. If one need to convert HLSL to GLSL then one probably will use something like https://github.com/James-Jones/HLSLCrossCompiler and IIRC one place just used advanced macros magic to make HLSL and GLSL from the same source code :)
Re:Vulkan Tutorial by shmerl on Tuesday July 19, 2016 @06:16PM (#12125369)
> but current vulkan/spir-v tooling is more like a toy than production ready.

Yes, that's what I meant too. It's not ready (translation to SPIR-V from HLSL). GLSL → SPIR-V should be in better shape.