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glslang bindings? #77

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dustContributor opened this issue Aug 10, 2015 · 4 comments
Closed

glslang bindings? #77

dustContributor opened this issue Aug 10, 2015 · 4 comments

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@dustContributor
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@dustContributor dustContributor commented Aug 10, 2015

Hi! I wonder if doing bindings for glslang would be feasible? (the C API that is).

https://github.com/KhronosGroup/glslang

Console standalone interface is kinda too basic. It would be nice to have a shader validation tool like that, hell it would allow you to make some graphical shader validation tool in Java :3

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@Spasi Spasi commented Aug 11, 2015

It could be useful. The API is nice and should be easy to add to LWJGL. But I'm a bit skeptical because I don't think many users will be interested. Also, with Vulkan coming, focus has shifted to SPIR-V and there are many tools/libraries being made for it already. I think we should wait a few months to explore other options.

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@dustContributor dustContributor commented Aug 13, 2015

Yeah, good points. Prolly we'll get a bunch of similar tools "later this year". In the meanwhile I'll be trying nVidia's Linux OpenGL debugger.

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@Spasi Spasi commented Sep 4, 2015

Another option: https://github.com/google/shaderc

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@httpdigest httpdigest commented May 5, 2019

I'd vote for adding bindings to the libshaderc part of shaderc. It's painful having to invoke a command line interface executable after every shader modification to build the spir-v files before launching the actual application. A way to use libshaderc as a library inside of a small utility class to compile the shaders at runtime would be great!

@Spasi Spasi closed this in f97fdc9 May 15, 2019
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