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shaderprecomp, internal/graphicsdriver/directx, internal/graphicsdriver/metal: use precompiled shader for bulitin shaders and remove AppendBuiltinShaderSources
#2984
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hajimehoshi opened this issue
May 6, 2024
· 2 comments
hajimehoshi
changed the title
internal/graphicsdriver/directx, internal/graphicsdriver/metal: use precompiled shader for bulitin shaders
shaderprecomp, internal/graphicsdriver/directx, internal/graphicsdriver/metal: use precompiled shader for bulitin shaders and remove AppendBuiltinShaderSources
Aug 17, 2024
With #2984, we realized some considerations:
* Builtin shaders don't have to or should not be exposed.
* The shader complation processes like what the examples/shaderprecomp
does can be provided by this package
Thus, until we decide a better API design, we'd like to retract the
package once.
Updates #2861
Operating System
What feature would you like to be added?
If the result of shader precompilation is deterministic, we can always use them for Ebitengine builtin shaders.
Why is this needed?
Precompiled shaders can skip online compiling and improve performance.
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