Interesting Paper: Compiling C++ to SPIR-V Shaders #1123
oguzhanmeteozturk
started this conversation in
General
Replies: 2 comments
-
Can you explain why it's specifically Vulkan? Spir-V is not restricted to Vulkan right? |
Beta Was this translation helpful? Give feedback.
0 replies
-
This led me down a rabbithole and I found a similar tool geared for compute applications, I wonder how useful these tools could be vs. writing compute shaders in wgsl from scratch. |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
Hey folks! 👋
I recently came across this paper on HN and thought it might be of interest to the pygfx community:
No More Shading Languages: Compiling C++ to Vulkan Shaders
It explores compiling a subset of C++ directly to SPIR-V for Vulkan pipelines, enabling features like recursion, pointers, and more expressive control flow in GPU code—things you don’t typically get with WGSL or other shading languages.
While pygfx currently uses WGSL for portability and compatibility with WebGPU, this could be an interesting direction or inspiration for future shader pipelines in pygfx as an alternative to writing shaders by hand.
Just wanted to share!
Beta Was this translation helpful? Give feedback.
All reactions