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by nice_byte 3355 days ago
This part is kind of addressed by having things like SPIR-V - shaders are defined with "bytecode", which itself is produced by a separate compiler. This makes things easier for language designers and driver developers. I don't see a reason why same approach couldn't be implemented in OpenGL. In fact, it would be awesome to have a GL extension for SPIR-V that just adds a corresponding "spirv" bninary format to glShaderBinary
1 comments

You mean the GL_SHADER_BINARY_FORMAT_SPIR_V_ARB format, which is part of the GL_ARB_gl_spirv extension?
Huh, I didn't know that extension existed! :)
A nice illustration of half the issues with OpenGL.