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kornel ("Kornel") wrote:

#Shader languages are nice, but I'm missing some sort of data-flow abstraction language for managing inputs and outputs of compute shaders.

For multi-step processes there's quite a lot of boilerplate involved in configuring bindings, allocating and selecting buffers.

This makes shaders harder to reuse, since the buffer-juggling pipeline-dispatching code is slightly different for every platform and engine.