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KHR_glsl_shader_versions #807
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If I understood this correctly, this could eventually make #587 obsolete. I'm not sure whether one could make this even more generic, as in
but this is a wild guess - as pointed out in the linked issue, this is a difficult topic (that I'm not really familiar with), and requires careful thoughts by the respective experts. |
That generally sounds like a good idea. Specifying the GLSL version would allow an application to select an appropriate version for the platform. However, I would make it an array and make the distinction between OpenGL and OpenGL ES. Also note that this extension is specifically for GLSL. I have a separate extension for SPIRV, which will also be supported by OpenGL, OpenGL ES and Vulkan.
I have updated the extension accordingly. Thanks! |
Again, the idea is very vague. Whether it should/could be
or
are things that have to be sorted out by the experts, because I can't say which level of detail or structure would be most appropriate here. My main point was about the fact that the strings A basic guideline of how the client is supposed to use this information could also be helpful - something like "Pick the shader based on the |
OpenGL and OpenGL ES are different APIs with different features and extensions so I do think it is important to make the distinction. Valid point about adding guidelines for how a glTF loader is supposed to use this data. |
We should probably also list the extensions used per shader so a glTF loader can check whether those extensions are support on the platform:
Thanks Marco, this has been some really good feedback! |
Regarding the extensions: I'm not sure about the best way to differentiate/specify this, but note that this may be strongly related to the |
Thanks, I had not see that yet. That would lock a glTF into a specific platform which I think is wrong. Specifying the GL extensions per shader allows an one glTF to support various different platforms, in particular in combination with KHR_spirv_shader_versions, KHR_hlsl_shader_versions and KHR_metalsl_shader_versions. |
This point about the possible side effects of the |
Perhaps archive this if others want to pick it up? CC #1548 I suppose this would need to be reworked given that shaders were moved to KHR_techniques_webgl. |
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