Add in the shader authoring guide chapter.#333
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(cherry picked from commit 3eb823c)
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I know @SaschaWillems already wrote a whole chapter around this "area" so want him approval Also @swoods-nv would also be great to review |
swoods-nv
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My main overarching comment is that I'd recommend caution when phrasing migration from HLSL->Slang as "upgrading" or similar. Vulkan consciously chooses not to have an official shading language, and both Slang and HLSL continue to evolve and gain new features.
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There is def. some duplication here. The chapters I did are:
The latter was written with additional shading languages in mind. So maybe it's better to
A separate chapter that kinda combines what we have + slang might be confusing. |
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Okay, sounds good, I'll try to move things around. |
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Btw. the official slang docs do have migration guides, so maybe something we could link to: |
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Good call on using those links, I'll add it in. The next version will have a lot of copy pasting to place the details in the right place. Should have a new version once I finish reviewing all changes. |
… slang.adoc to match hlsl.adoc
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Alright, significant copy/pasting and reorganizing into the existing structure. I don't think I lost any of the details I wrote in the original version. However, hopefully that's closer to where things should go. |
# Conflicts: # README.adoc
spencer-lunarg
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- Adding Slang to the
high_level_shader_language_comparison.adocpage is great (I often know a term in in GLSL and need to look up the Slang equivalent) - Will wait for @SaschaWillems approval on the HLSL additions added
- Will wait for @swoods-nv for a re-read and approval on the new Slang chapter
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That's a lot of text to review ^^ Added a few comments. One of the things that IMO needs more attention is Skang's ability to automatically generate binding slots. For me, that was one of the best things about Slang, and while you can somehow find that information in this PR I'd like to see that more explicitly stated. |
…clude GLSL compatibility example.
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Hmm... I think this requires quite a bit of work still. There are lots of references to deprecated and sometimes even non-existent features. The text is also very repetitive at places. Many sections are simply lists with little substance. Lots of repetition of modules-interfaces-generics.
I hope other reviewers can fill in more details, especially about the overall structure. I focused more on correctness in code examples, where I likely also didn't find every problem, so I hope others will check those carefully as well.
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Tbh. I think we should remove the migrating from glsl/hlsl paragraphs. They're kind hard to read, some of the best practices feel out-of-place or don't apply and the official slang docs already have good migration guides: |
…efine Vulkan examples, and update migration guides.
# Conflicts: # chapters/high_level_shader_language_comparison.adoc # chapters/slang.adoc
…y content from this PR that was in the updated guide.
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