@nanokatze@mastodon.gamedev.place avatar

nanokatze

@nanokatze@mastodon.gamedev.place

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dotstdy, to random
@dotstdy@mastodon.social avatar

It's a bit interesting that the best option for a shading language with Vulkan is probably HLSL, not GLSL.

nanokatze,
@nanokatze@mastodon.gamedev.place avatar

@dotstdy either option is garbage

litherum, to random
@litherum@masto.ai avatar

I think it’s semi-hilarious that there’s a blog post going around which basically says Metal Shading Language is by far the best shading language (without actually saying it)

https://xol.io/blah/death-to-shading-languages/

Also the author gets bonus points for mentioning WGSL, but the loses them all again for complaining that WGSL isn’t more expressive than the languages it compiles to

nanokatze,
@nanokatze@mastodon.gamedev.place avatar

@litherum (most) users don't write SPIR-V directly so what SPIR-V does or does not do is irrelevant to them, it's up to the HLL they're using to provide relevant abstractions and for their compiler to lower those away.

> tile shaders ...

it's rather apparent you really need to re-read the blog post, especially the Embedded DSLs are better than External DSLs section

dotstdy, to random
@dotstdy@mastodon.social avatar

Err is the GPU supposed to fault if you try to bind a descriptor set to a bind point before you bind a pipeline? I couldn't see any mention of there being an ordering requirement on the spec, but maybe I missed it in the sea of VUIDs

vkCmdBindPipeline()  
vkCmdBindDescriptorSets()  
vkCmdDispatch() // totally fine  
vkCmdBindDescriptorSets()  
vkCmdBindPipeline()  
vkCmdDispatch() // totally explosion  

Well, perhaps I should also mention that there's a graphics happening before this too.

nanokatze,
@nanokatze@mastodon.gamedev.place avatar
karolherbst, to random
@karolherbst@chaos.social avatar

llvm moving to opaque pointers was a mistake...

nanokatze,
@nanokatze@mastodon.gamedev.place avatar

@jani @karolherbst the users (SPIR-V in this case) should just adopt untyped pointers too :)

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