Timeline for How do you handle shaders/graphics while remaining cross-platform?
Current License: CC BY-SA 4.0
12 events
| when toggle format | what | by | license | comment | |
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| May 12, 2024 at 21:03 | comment | added | Spencer Rosas-Gunn | @Engineer startup time is a part of performance, at least for me. | |
| May 12, 2024 at 21:02 | vote | accept | Spencer Rosas-Gunn | ||
| May 11, 2024 at 0:02 | comment | added | Engineer | "However, my engine is very performance-oriented, so I'd like to precompile all my shaders if possible" Why do you think that impacts performance? Shaders will be compiled on app startup according to the config set by the user. That has no performance impact on the game during runtime, whatsoever. | |
| May 10, 2024 at 23:27 | answer | added | Engineer | timeline score: 1 | |
| May 10, 2024 at 16:09 | answer | added | Spencer Rosas-Gunn | timeline score: -2 | |
| May 10, 2024 at 0:52 | comment | added | Spencer Rosas-Gunn |
@DMGregory To be clear, I was worried about whether or not they'd impact performance, since I couldn't find any info online. With further research, it seems that isn't an issue. My biggest issue is, if I have a .setUniform function for my GLSL code, when I compile that to SPIR-V all the identifiers melt away, and I don't see a way for SPIR-V Cross to "remember" those identifiers, thereby breaking my set uniforms on other platforms. That's kind of a noob question, since I'm sure a standard answer exists. However, I wasn't able to find one.
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| May 7, 2024 at 15:22 | comment | added | DMGregory♦ | Why would using a shader transpiled with SPIR-V Cross (or similar) have a negative performance impact, or make it difficult to set uniforms? Can you explain the specific problem you've observed here? The more precisely you identify the issue, the better we can help you address it. | |
| May 4, 2024 at 20:06 | history | edited | Spencer Rosas-Gunn | CC BY-SA 4.0 |
Remove factual error
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| May 4, 2024 at 20:05 | comment | added | Spencer Rosas-Gunn | @Kevin That makes sense. I'll remove that from the post. | |
| May 4, 2024 at 19:47 | comment | added | Kevin | Unity precompiles every possible shader needed by your project when you make a build (there's a cache, so it won't recompile them every time you make a build if nothing's changed). | |
| S May 4, 2024 at 17:17 | review | First questions | |||
| May 5, 2024 at 10:52 | |||||
| S May 4, 2024 at 17:17 | history | asked | Spencer Rosas-Gunn | CC BY-SA 4.0 |