Comments (4)
Closing. I think the answer is no. SpirV is much more strictly typed than Python, and it's ok to "feel" that when writing a shader.
Plus it helps to argue about the types of your code if scalar literals comply with the types of other values in an operation:
...
b = a + 1 # I now know that b is an integer type,
# otherwise the compiler would have complained
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I'm not sure, implicit conversion in shaders smells like trouble... What's the use case for it? You have to be explicit about input and output types anyway right?
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The use case is being able to write e.g. n / 3
instead of f32(n) / 3.0
inside a shader.
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I see. Maybe I'm overthinking this :) I was mostly wondering how much control you would want to have over the generated spirv code in optimization scenarios, but maybe it's just not a very big deal
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Related Issues (20)
- Syntax for defining input and output HOT 10
- First release to PyPi HOT 1
- pypi package is broken because readme is not included in the package. HOT 4
- Trace debug info so we can produce more useful error messages. HOT 1
- Be more consistent about exception types raised by the parsers
- Add support for runtime constants (specialization)? HOT 1
- WebGPU shading language (WGSL) HOT 5
- Option to spell co_select in Python?
- Is our use of annotations ok? HOT 6
- Support shaders with jumps in bytecode >255 bytes
- Compute example crashes in create_compute_pipeline HOT 19
- Support some form of templating of entry points? HOT 2
- Compiling to file HOT 2
- Error processing resulting SPIR-V shader in Vulkan 1.2.x (Kompute v0.4.2) HOT 2
- [FEATURE] Add support for layout local size(s) HOT 4
- Document math / built-in functions HOT 5
- Support for Python 3.9
- Is this worth it? HOT 9
- Archive this repo
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