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Comments (4)

zhuxudong avatar zhuxudong commented on May 26, 2024

current compile workflow:
image

will case some problom:

  • glsl300 -> webgl1.0 will cause error
  • glsl300 -> webgl2.0 will cause error in some grammar

maybe the final solution?
image

from engine.

eyworldwide avatar eyworldwide commented on May 26, 2024

@zhuxudong @Sway007 I think WebGPU should also be taken into consideration. This is the way to ensure that our architecture is future-proof.

flowchart LR
shaderLab --> AST{AST Compile};
AST --WebGL2--> GLSL300;
AST --WebGL1--> GLSL100;
AST --WebGPU--> WGSL;

@zhuxudong For now, you just need to apply a quick patch.

from engine.

zhuxudong avatar zhuxudong commented on May 26, 2024

@zhuxudong @Sway007 I think WebGPU should also be taken into consideration. This is the way to ensure that our architecture is future-proof.

flowchart LR
shaderLab --> AST{AST Compile};
AST --WebGL2--> GLSL300;
AST --WebGL1--> GLSL100;
AST --WebGPU--> WGSL;

@zhuxudong For now, you just need to apply a quick patch.

yes,the source of the AST is not only the shaderLab, such as you original glsl100 or glsl300 or wgsl, I don't know if we should consider this

from engine.

eyworldwide avatar eyworldwide commented on May 26, 2024

yes,the source of the AST is not only the shaderLab, such as you original glsl100 or glsl300 or wgsl, I don't know if we should consider this

I think choosing to establish a standard language is a better option. It makes no sense to support such a wide array of syntaxes. These languages should serve as compiled outputs, rather than inputs.

from engine.

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