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by andrewmcwatters
1226 days ago
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I haven't looked at DirectX 12's documentation, but I really should. Khronos Group's Vulkan Samples are broken out of the box, crash on a fresh build, and the Hello Triangle API sample crashed when you minimize it. It's just a shitshow. Alexander Overvoorde's Vulkan Tutorial is in my opinion, the de facto practical documentation for a first pass Vulkan implementation, but he also does some small things wrong that you just should not do in a production application. It took me over 700 lines of C for a minimal replica.[1] I'm not a fan of Vulkan not having a built-in compiler for shaders compared to OpenGL. I'm sure there's a superior technical reason for it, but I don't care because it's ruined my development experience, and reintroducing the behavior requires a sizable increase in CMake dependency overhead. https://github.com/Planimeter/game-engine-3d/blob/main/src/g... |
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What does that mean? The standard doesn't dictate any kind of form of implementation of the compiler. Different OpenGL drivers can use different compilers. Same for Vulkan.