A Guide to Rust Graphics Libraries as of 2019
11–20 of 27 posts
Re: A Guide to Rust Graphics Libraries as of 2019
#12Earlier quoted context omitted.
The first link I included has a wonderful diagram of this (but from the perspective of HLSL instead of GLSL), the gist of it is: GLSL gets compiled to SPIR-V ahead of time by a compiler of your choice (probably glslangValidator). You can take that binary blob and feed it into Vulkan (vkCreateShaderModule) or OpenGL (glShaderBinary as long as you have the right extension). For everything else, Khronos has a tool calle…
Thanks so much for explaining how that works :) Is it just me or does decompiling the binary SPIR-V to ESL/HLSL source code then recompiling sound like a recipe for massive inefficiency? Or in practice does it work out pretty nicely?
Most of the extra cost of feeding in SPIR-V could also be offset if you generate the text shader code at compile/packaging time so that those builds don't have the original SPIR-V in them.
Re: A Guide to Rust Graphics Libraries as of 2019
#13Everyday we stray further from god's light.
Re: A Guide to Rust Graphics Libraries as of 2019
#14>OpenGL: Basically Javascript for GPU’s. Everyday we stray further from god's light.
Re: A Guide to Rust Graphics Libraries as of 2019
#15>OpenGL: Basically Javascript for GPU’s. Everyday we stray further from god's light.
Re: A Guide to Rust Graphics Libraries as of 2019
#16>OpenGL: Basically Javascript for GPU’s. Everyday we stray further from god's light.
Yeah, that comment you cited is unbelievably misinformed.
Re: A Guide to Rust Graphics Libraries as of 2019
#17Re: A Guide to Rust Graphics Libraries as of 2019
#18>OpenGL: Basically Javascript for GPU’s. Everyday we stray further from god's light.
Yeah, that comment you cited is unbelievably misinformed.