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I am looking to implement a tiny cross API (DirectX12, Vulkan, OpenGL) game engine and was looking forward to implement a uniform shader language between the three to ease on shader language complexity. However to my surprise the binding for glSpecializeShader has not been implemented in the gl-rs crate. Furthermore, the enums related to OpenGL SPIR-V (GL_ARB_gl_spirv) are not present as well, making it impossible to implement SPIR-V caching and binary loading without referring to an external crate (i.e. gl46), making it messy and undesirable, especially considering that these are but a small fraction of what is already written in the crate.
I would personally add them, but it wouldn't be logical for me to manually edit the crate's contents if I am targetting compatibility and thus breaking it by making one local build have the missing piece and having to manually modify the crate for every platform pulling from my project.
Let me know if you need clarification, and thanks again for the other OpenGL bindings!
The text was updated successfully, but these errors were encountered:
I also was trying to use SPIR-V but I couldn't find the glSpecializeShader function either, even when glShaderBinary is present, now I have to go looking for another crate just to compile the shaders.
Sadly I think this will not be solved, after looking around it seems like this crate is dead and not being updated.
Hello,
I am looking to implement a tiny cross API (DirectX12, Vulkan, OpenGL) game engine and was looking forward to implement a uniform shader language between the three to ease on shader language complexity. However to my surprise the binding for glSpecializeShader has not been implemented in the gl-rs crate. Furthermore, the enums related to OpenGL SPIR-V (GL_ARB_gl_spirv) are not present as well, making it impossible to implement SPIR-V caching and binary loading without referring to an external crate (i.e. gl46), making it messy and undesirable, especially considering that these are but a small fraction of what is already written in the crate.
I would personally add them, but it wouldn't be logical for me to manually edit the crate's contents if I am targetting compatibility and thus breaking it by making one local build have the missing piece and having to manually modify the crate for every platform pulling from my project.
Let me know if you need clarification, and thanks again for the other OpenGL bindings!
The text was updated successfully, but these errors were encountered: