<html><head><meta http-equiv="Content-Type" content="text/html charset=utf-8"></head><body style="word-wrap: break-word; -webkit-nbsp-mode: space; -webkit-line-break: after-white-space;" class="">If you’re really just looking for a way to write your shaders once and have them work everywhere, you might want to look at some of the tools game developers are using.<div class=""><br class=""></div><div class="">Aras from Unity was using this tool (<a href="https://github.com/aras-p/hlsl2glslfork" class="">https://github.com/aras-p/hlsl2glslfork</a>) at one point to translate HLSL to GLSL. He also has a nice blog post about cross-platform shaders from last year (<a href="http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/" class="">http://aras-p.info/blog/2014/03/28/cross-platform-shaders-in-2014/</a>).</div><div class=""><br class=""></div><div class="">-Chris</div><div class=""><br class=""></div><div class=""><div><blockquote type="cite" class=""><div class="">On Feb 11, 2015, at 8:58 AM, Sam Kellett <<a href="mailto:samkellett@gmail.com" class="">samkellett@gmail.com</a>> wrote:</div><br class="Apple-interchange-newline"><div class=""><div dir="ltr" class=""><div class="">Yeah that's right, like how Emscripten does LLVM --> JavaScript.<br class=""><br class=""></div>How do you mean restictive, ie with memory allocation and the like? What sort of IR ops would not be representable in something like GLSL?<br class=""></div><div class="gmail_extra"><br class=""><div class="gmail_quote">On 11 February 2015 at 16:54, Owen Anderson <span dir="ltr" class=""><<a href="mailto:resistor@mac.com" target="_blank" class="">resistor@mac.com</a>></span> wrote:<br class=""><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"><div style="word-wrap:break-word" class=""><span class=""><br class=""><div class=""><blockquote type="cite" class=""><div class="">On Feb 11, 2015, at 11:37 AM, Tom Stellard <<a href="mailto:tom@stellard.net" target="_blank" class="">tom@stellard.net</a>> wrote:</div><br class=""><div class=""><span style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;display:inline!important" class="">On Wed, Feb 11, 2015 at 04:06:10PM +0000, Sam Kellett wrote:</span><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><blockquote type="cite" style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class="">Would it be feasible to compile LLVM IR into shading language assembler? If<br class="">so, is this already being done?<br class=""><br class=""></blockquote><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><span style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;display:inline!important" class="">The R600 backend does this in conjunction with the Open Source mesa3D</span><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><span style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;display:inline!important" class="">project:<span class=""> </span></span><a href="http://www.mesa3d.org/" style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" target="_blank" class="">http://www.mesa3d.org/</a><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><span style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;display:inline!important" class="">Mesa has a glsl frontend that is used to emit LLVM IR for newer AMD</span><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><span style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;display:inline!important" class="">GPUs, which is fed into the R600 backend to produce native GPU code.</span><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><span style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;display:inline!important" class="">Besides hardware accelerated drivers, the Mesa3d project also comes with a</span><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><span style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;display:inline!important" class="">software based rasterizer, which does the same thing, but instead of the</span><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""><span style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px;float:none;display:inline!important" class="">R600 backend it uses some of llvm's CPU backends.</span><br style="font-family:Helvetica;font-size:12px;font-style:normal;font-variant:normal;font-weight:normal;letter-spacing:normal;line-height:normal;text-align:start;text-indent:0px;text-transform:none;white-space:normal;word-spacing:0px" class=""></div></blockquote></div><br class=""></span><div class="">I think he was asking about the other direction, from LLVM IR —> shading languages?</div><span class="HOEnZb"><font color="#888888" class=""><div class=""><br class=""></div><div class="">—Owen</div></font></span></div></blockquote></div><br class=""></div>
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