Itms Posted November 25, 2023 Report Share Posted November 25, 2023 Oh, it's entirely my fault. I'll restore those. Thanks for the ping 1 1 Quote Link to comment Share on other sites More sharing options...
Itms Posted November 27, 2023 Report Share Posted November 27, 2023 Done, with some delay. Sorry for the inconvenience! 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted November 28, 2023 Report Share Posted November 28, 2023 On 27/11/2023 at 1:06 PM, Itms said: Done, with some delay. Sorry for the inconvenience! Great, the build works fine. Thank you! Quote Link to comment Share on other sites More sharing options...
Dunedan Posted June 12, 2024 Report Share Posted June 12, 2024 Are there now instructions how to build the SPIR-V shaders locally somewhere? If not, it'd be great if those could be added. Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 12, 2024 Author Report Share Posted June 12, 2024 5 hours ago, Dunedan said: Are there now instructions how to build the SPIR-V shaders locally somewhere? If not, it'd be great if those could be added. Yep:Â https://trac.wildfiregames.com/wiki/Vulkan#Buildingshaders 1 Quote Link to comment Share on other sites More sharing options...
Dunedan Posted June 12, 2024 Report Share Posted June 12, 2024 Thanks a lot. With OpenGL the GLSL shaders get generated on-the-fly and cached on disk, if they aren't present, aren't they? Would that be possible for Vulkan as well? Quote Link to comment Share on other sites More sharing options...
vladislavbelov Posted June 12, 2024 Author Report Share Posted June 12, 2024 33 minutes ago, Dunedan said: With OpenGL the GLSL shaders get generated on-the-fly and cached on disk, if they aren't present, aren't they? We don't do so. Shaders are compiled each time they're loaded (or used in a pipeline state). Some (but not all) drivers might cache results on a disk. 35 minutes ago, Dunedan said: Would that be possible for Vulkan as well? I have plans for that. We need a library which can be used on all platforms (shaderc is a possible candidate). Though we can't rely on it and we still need to build SPIR-V for releases. Because there might be platforms without such libraries in regular repos. 1 1 Quote Link to comment Share on other sites More sharing options...
Sturm Posted June 24, 2024 Report Share Posted June 24, 2024 https://www.khronos.org/news/press/khronos-drives-industry-support-for-expanded-3d-features-with-vulkan-roadmap-2024 Quote Link to comment Share on other sites More sharing options...
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