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by haxiomic
3702 days ago
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That's correct, it makes the situation easier for the programmer rather than improving the pipeline directly, however there are benefits for the added layer of abstraction in terms of flexibility and optimization. When your target platform supports bytecode shaders you can serve those instead, but the developer doesn't have to think about it - the compiler can just choose the best option available. Since the compiler now knows how the shader integrates with the rest of the code it can start merging shaders where optimal and improving dead code elimination. Ideally this sort of system would be part of the standard graphics pipeline but looks like we could be waiting a while to see that. |
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