Shader compiler survey
Introduction Over the years of maintaining shaderc I formed an opinion of how a shader compiler should look. Not the language, I don’t care much about the language (as long as it is C‑like 😉), but the thing itself: what goes in, what comes out, and how much of it I am allowed to touch. I made a list of what I think an ideal shader compiler looks like, shaped by offline and embedded use: platforms that do not allow compiling shaders at runtime, shipping optimized IR, keeping the executable small when a shader compiler is used at runtime, and being able to inject or skip stages.
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