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by shurcooL
3356 days ago
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> Potential solutions. Shader languages’ needs are not distinct enough from ordinary imperative
programming languages to warrant ground-up domain-specific designs. They should
should instead be implemented as extensions to general-purpose programming languages.
There is a rich literature on language extensibility [27, 36, 39] that could let implementations
add shader-specific functionality, such as vector operations, to ordinary languages. I like this part. |
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https://developer.apple.com/metal/metal-shading-language-spe...
Microsoft's HLSL is now also based on LLVM:
https://blogs.msdn.microsoft.com/directx/2017/01/23/new-dire...
Khronos has an LLVM-based translator between LLVM bitcode and SPIR-V:
https://github.com/KhronosGroup/SPIRV-LLVM
So things are converging, may be one day GPU extensions will end up in the C++ standard ;)