Comments (3)
Yes GLSL is text in .bin file, but technically they should be considered binary (they are only in source form because that's how GL expect it, if I could use binaries there I would :). Source GLSL shader passes throught GLSL optimizer and it outputs optimized version of GLSL. HLSL has binary representation. The reason why I don't pass HLSL source is because I don't want to link or dynamically load D3DX DLL. You should be able to pass different vertex attributes to shaders, even if they mismatch shader inputs.
As for multiple render targets, I'm planning to add them, but I want solution that would work for GLES2, so that part is a bit more difficult. Anyhow it's on my todo list to be done soon.
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okay, makes sense somehow :) It also wouldn't be very clever to optimise something still with compile switches... perhaps I have to think more about a shader configuration (a json file with all possible define combinations that are allowed on a shader and the compiler compiles all combinations). but that would be something for a upper software layer, not for bgfx itself...
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Yeah idea is to keep those shader code generators in layer above bgfx. shaderc is running full preprocessor, so if you can achieve what you need with some preprocessor magic, you could do it with shaderc. Also you could generate multiple .sc files in some scripting language, and then run it through shaderc to get final binaries. If you share small example on Gist I might have better idea what you're trying to achieve and I might have solution for it.
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Related Issues (20)
- Clean macOS build of examplesDebug crashes with [MTLRenderPipelineReflectionInternal vertexBindings] exception HOT 6
- Vulkan renderer crashes after only a couple thousand draw calls. HOT 12
- One test fails HOT 4
- Dynamic vertex buffers getting overwritten after bgfx::update HOT 19
- With GL renderer and wayland, switching to full screen with crtl-f results in nothing (nvidia) or not much (amd) being rendered HOT 2
- Blitting between two textures with BackbufferRatio sizes crashes when window is resized
- xx-splat - 3D Gaussian Splatting for Real-Time Radiance Field Rendering HOT 11
- Vulkan fail to create swapchain on Wayland (Call to a X11 function ?) HOT 9
- Bug: DX3D12 crash in Debug mode HOT 7
- Small fix on soname defining on ldflags for Android examples. HOT 2
- Crash on linux (default backend - vulkan) with custom window handle and native display is NULL HOT 6
- Shaderc.cpp incorrectly adds PSSL preamble to compute shader HOT 1
- macOS version compatibility HOT 2
- Bad Vulkan performance due to weak index/vertex buffer management HOT 1
- Crash on resize: Nvidia RTX 4090 + Vulkan + Linux HOT 3
- Metal: example-01-helloworld corrupted render when MSAA is enabled HOT 2
- Shifted window buffer location when resizing a window HOT 1
- Vulkan Backend - incorrect mipmap generation for cubemap frame buffers. HOT 4
- Unable to build bgfx for iOS Simulator x86_64 arch HOT 4
- Vulkan on Android: the frame isn't updating (ONLY THE FIRST FRAME IS RENDERED) HOT 4
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