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then implement a new GLUP context (that can cohabit with the existing ones) and a flag to enable it
remove the old GLUP context
... and later
Vulcan version (SPIR-V is a smooth transition towards that direction)
... and also, if possible
Make GLUP a standalone library (usable in Polyscope for instance)
This may not work with WebGL that probably does not have pre-compiled shaders (but we might keep the WebGL context in the end, and only compile it in Emscripten mode)
SPIR-V documentation
Works mostly like GLSL shaders (pass a pre-compiled binary instead of an ASCII shader source). There are interesting differences that will make things easier for GLUP:
a single SPIR-V binary can contain multiple stages / multiple entry points
some constants can be specified (like templates): can be used to implement GLUP state toggles
and also some differences that will make it more difficult:
location needs to be explicit (for all interface blocks)
unfortunately it will not be possible to use the same source for OpenGL and Vulkan (because resource binding is too different)
The text was updated successfully, but these errors were encountered:
Use SPIR-V pre-compiled shaders in GLUP
... and later
... and also, if possible
This may not work with WebGL that probably does not have pre-compiled shaders (but we might keep the WebGL context in the end, and only compile it in Emscripten mode)
SPIR-V documentation
Works mostly like GLSL shaders (pass a pre-compiled binary instead of an ASCII shader source). There are interesting differences that will make things easier for GLUP:
and also some differences that will make it more difficult:
location
needs to be explicit (for all interface blocks)The text was updated successfully, but these errors were encountered: