Shader running differently because of compiler bugs. Other vendor's drivers rejecting your code due to syntax errors, or worse, your Write non-trivial shaders with a GPU from one of these vendors, then you'd risk Rather flexible with their interpretation of the standard. Past has shown that with human-readable syntax like GLSL, some GPU vendors were Vendors to turn shader code into native code are significantly less complex. The advantage of using a bytecode format is that the compilers written by GPU Used in Vulkan's graphics pipelines in this tutorial. It is a format thatĬan be used to write graphics and compute shaders, but we will focus on shaders To be used with both Vulkan and OpenCL (both Khronos APIs). Unlike earlier APIs, shader code in Vulkan has to be specified in a bytecodeįormat as opposed to human-readable syntax like GLSLīytecode format is called SPIR-V and is designed
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