julienbarnoin, I'm curious to hear if anyone has successful strategies for debugging shader compile time issues (specifically #GLSL in #Vulkan in my case but still interested in hearing about others).
I've got this shader that takes over a minute to compile. There's various things I could do to prevent loop unrolling etc. but I still have to use trial and error to find the right place.
Do you have any better strategy than changing random places and seeing what makes a difference?
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