Currently shaders are being build using the compiler of the GPU driver. This leads to missing features and inconsistencies. We are mostly missing #include and proper #define functionality. To circumvent this problem, we currently build the shaders at runtime by stitching a string together.
The Solution
We can use a library, that compiles shaders with all required features. There are two contenders:
The Problem
Currently shaders are being build using the compiler of the GPU driver. This leads to missing features and inconsistencies. We are mostly missing
#include
and proper#define
functionality. To circumvent this problem, we currently build the shaders at runtime by stitching a string together.The Solution
We can use a library, that compiles shaders with all required features. There are two contenders:
Both libraries should be fulfilling our needs and are under active development.
glslang
has a C++ interface, for which I do prefer it.Any opinions?