Re:GPU Video acceleration in the Windows Subsystem for Linux...
by andrewmcwatters on Tuesday February 14, 2023 @12:30AM
(#34785772)
I mean that there is no vkCompileShader to OpenGl's glCompileShader. You must bring your own precompiled .spv.
This is what you'd most likely want in production anyway, but for my purposes, it's a missed API feature.
Re:GPU Video acceleration in the Windows Subsystem for Linux...
by shmerl on Tuesday February 14, 2023 @12:41AM
(#34785855)
Well, it has still to be compiled later into machine code. But how hard is it to compile GLSL into SPIR-V using an external compiler.
Re:GPU Video acceleration in the Windows Subsystem for Linux...
by shmerl on Tuesday February 14, 2023 @12:16AM
(#34785634)
> I'm not a fan of Vulkan not having a built-in compiler for shaders compared to OpenGL.
What does that mean? The standard doesn't dictate any kind of form of implementation of the compiler. Different OpenGL drivers can use different compilers. Same for Vulkan.
Alexander Overvoorde's Vulkan Tutorial is in my opinion, the de facto practical documentation for a first pass Vulkan implementation, but he also does some small things wrong that you just should not do in a production application.
It took me over 700 lines of C for a minimal replica.[1]
I'm not a fan of Vulkan not having a built-in compiler for shaders compared to OpenGL. I'm sure there's a superior technical reason for it, but I don't care because it's ruined my development experience, and reintroducing the behavior requires a sizable increase in CMake dependency overhead.
https://github.com/Planimeter/game-engine-3d/blob/main/src/g...