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kvark avatar kvark commented on August 16, 2024

https://github.com/gpuweb/WHLSL would be another target

Note that for each of those we'd have sub-version targets, i.e. MSL-1.1, MSL-2.0, MSL-2.1, and GLSL-ES-2.0, GLSL-ES-3.0, GLSL-4.4, etc

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fryeb avatar fryeb commented on August 16, 2024

Would a x86_64 or ARM back-end be worth pursuing? (possibly using something like cranelift?). Doing so might help with a future software implementation of gfx-rs if that is something people are interested in.

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kvark avatar kvark commented on August 16, 2024

@fryeb that would be absolutely terrific! The problem is that the amount of work for this is comparable to the rest of the scope of the project, and it's hardly a priority. So if you are going to be developing a cranelift, we'd happily accept it in the project.

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jrmuizel avatar jrmuizel commented on August 16, 2024

FWIW, depending on your situation it may be easier to compile the shaders to C++. That's what we're doing for WebRender based on https://github.com/jrmuizel/glsl-to-cxx

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kvark avatar kvark commented on August 16, 2024

Going to close this as mostly answered, and abstract. Please feel free to continue discussion or open more concrete issues!

Note that GLSL backend has been worked on by @JCapucho . It's already at a stage where it can convert the boids example and validate successfully.

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