-
Notifications
You must be signed in to change notification settings - Fork 11
feat(metal): precompiled internal shaders #78
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
| # Shader compilation functions for Plume | ||
| # Using DXC for HLSL to SPIR-V compilation and Metal for macOS | ||
|
|
||
| # Build file_to_c tool (shared with plume core) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Any reason not to just unify this whole shader compilation utility with the new one? May be useful for consumers.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Didn't want to make this PR too big, this one just aims to precompile and embed the shaders Metal uses -- but yes, I think I'll right after make a follow up PR that provides some primitives for shader compilation
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Sure, sounds good.
|
|
||
| if(APPLE AND NOT CMAKE_OSX_DEPLOYMENT_TARGET) | ||
| # 10.15 because of our use of supportsFamily() | ||
| set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum macOS deployment target") |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
realized we'd never set one, best to set one
| # Shader compilation functions for Plume | ||
| # Using DXC for HLSL to SPIR-V compilation and Metal for macOS | ||
|
|
||
| # Build file_to_c tool (shared with plume core) |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Didn't want to make this PR too big, this one just aims to precompile and embed the shaders Metal uses -- but yes, I think I'll right after make a follow up PR that provides some primitives for shader compilation
add cmake step that precompiles the internal shaders Metal backend uses