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by gmueckl 918 days ago
You might argue for forking off from glsl and SPIR-V for complex compute workloads, but lightweight, fast compilers for a simple language like glsl do solve issues for graphics. Some graphics use cases don't get around shipping a shader compiler to the user. The number of possible shader configurations is often either insanely large or just impossible to enumerate, so on the fly compilation is really the only thing you can do.