Things arrived in the mail today! With luck, I'll have the server for the bot set up this weekend :D

a hitch in my plan: opening a complicated model on a windows 11 vm running on half a CPU core on a potato takes a hot minute to compile a few hundred shaders 🙃

another hitch in my plan is my RSI is flaring up tonight :|

this is the problem model in the first image. each color is a different shader that had to be generated by tangerine to render the voxel, and the average complexity of the generated shaders is also high.

the second image is the generated part for one of the these shaders. its basically the object structure w/ all the params pulled out.

it's basically half way to being an interpreter, i'd just need to also pull the call structure out into a parameter buffer, and replace the function with an interpreter loop. it would be slower than rendering with all of the compiled shaders, but it only needs to produce one frame for the bot

incidentally this happens to also be my plan for how to deal with shader compiler hitches in general, i've just been procrastinating on it because opengl doesn't believe in async shader compiling

@aeva You could try compiling to SPIR-V in a separate thread, that way the driver only has to go from bytecode to machine code.

@lh0xfb how much of an undertaking is it to convert from gl/glsl to spirv/glsl?


I am not 100% sure, but it looks like it would not be a huge undertaking if you are already using GL3.3 core.
There are some code snippets on the GL wiki linked above, it looks pretty trivial to change the cpu code side.

@lh0xfb i'm targeting 4.2 with some extensions. i don't think i'm using anything particularly exotic

@aeva That should be fine; I think the main requirement is explicit attribute and binding locations, so that everything links together consistently.

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