Cross Platform Shaders in 2012

348 篇文章 14 订阅
292 篇文章 14 订阅

Since about 2002 to 2009 the de facto shader language for games was HLSL. Everyone on PCs was targeting Windows through Direct3D, Xbox 360 uses HLSL as well, and Playstation 3 uses Cg, which for all practical purposes is the same as HLSL. There were very few people targeting Mac OS X or Linux, or using OpenGL on Windows. One shader language ruled the world, and everything was rosy. You could close your eyes and pretend OpenGL with it’s GLSL language just did not exist.

Then a series of events happened, and all of a sudden OpenGL is needed again! iOS and Android are too big to be ignored (which means OpenGL ES + GLSL), and making games for Mac OS X or Linux isn’t a crazy idea either. This little WebGL thing that excites many hackers uses a variant of GLSL as well.

Now we have a problem; we have two similar but subtly different shading languages to deal with. I wrote about how we deal with this at Unity, and not much has changed since 2010. The “recommended way” is still writing HLSL/Cg, and we cross-compile into GLSL for platforms that need it.

But what about the future?

It could happen that importance of HLSL (and Direct3D) will decrease over time; this largely depends on what Microsoft is going to do. But just like OpenGL became important again just as it seemed to become irrelevant, so could Direct3D. Or something completely new. I’ll assume that for several years into the future, we’ll need to deal with at least two shading languages.

There are several approaches at handling the problem, and several solutions in that space, at varying levels of completeness.

#1. Do it all by hand!

“Just write all shaders twice”. Ugh. That’s not “web scale” so we’ll just discard this approach.

Slightly related approach is to have a library of preprocessor macros & function definitions, and use them in places where HLSL & GLSL are different. This is certainly doable, take a look at FXAA for a good example. Downsides are, you really need to know all the tiny differences between languages. HLSL’s fmod() and GLSL’s mod() sound like they do the same thing, but are subtly different - and there are many more places like this.

#2. Don’t use HLSL nor GLSL: treat them as shader backends

You could go for fully graphical based shader authoring. Drag some nodes around, connect them, and have shader “baking” code that can spit out HLSL, GLSL, or anything else that is needed. This is a big enough topic by iself; graphical shader editing has a lot more uses at “describing material properties” level than it has at lower level (who’d want to write a deferred rendering light pass shader using nodes & lines?).

You could also use a completely different language that compiles down to HLSL or GLSL. I’m not aware of any big uses in realtime graphics, but recent examples could be Open Shading Language (in film) or AnySL (in research).

#3. Cross-compile HLSL source into GLSL or vice versa

Parse shader source in one language, produce some intermediate representation, massage / verify that representation as needed, “print” it into another language. Some solutions exist here, for example:

  • hlsl2glslfork does DX9 HLSL -> GLSL 1.10 / ES 1.00 translation. Used by Unity, and judging from pull requests and pokes I get, in several dozen other game development shops.
  • ANGLE does GLSL ES 1.00 -> DX9 HLSL. Used by WebGL implementation in Chrome and Firefox.
  • Cg compiles Cg (“almost the same as HLSL”) into various backends, including D3D9 shader assembly and various versions of GLSL, with mixed success. No support for compiling into D3D10+ shader bytecode as far as I can tell.

Big limitation of two libraries above, is that they only do “DX9 level” shaders, so to speak. No support for DX10/11 style HLSL syntax (which Microsoft has changed a lot), and no support for correspondingly higher GLSL versions (GLSL 3.30+, GLSL ES 3.00). At least right now.

Call to action! There seems to be a need for source level translation libraries for DX10/GL3+ style language syntax & feature sets. I’m not sure if it makes sense to extend the above libraries, or to start from scratch… But we need a good quality, open source with liberal license, well maintained & tested package to do this. It shouldn’t be hard, and it probably doesn’t make sense for everyone to try to roll their own. github & bitbucket makes collaboration a snap, let’s do it.

If anyone at Microsoft is reading this: it would really help to have formal grammar of HLSL available. “Reference for HLSL” on MSDN has tiny bits and pieces scattered around, but that seems both incomplete and hard to assemble into a single grammar.

A building block could be Mesa or its smaller fork, GLSL Optimizer (see related blog post). It has a decent intermediate representation (IR) for shaders, a bunch of cleanup/optimization/lowering passes, a GLSL parser and GLSL printer (in GLSL Optimizer). Could be extended to parse HLSL and/or print HLSL. Currently lacking most of DX11/GL4 features, and some DX10/GL3 features in the IR. But under active development, so will get those soon I hope.

MojoShader also has an in-progress HLSL parser and translator to GLSL.

#4. Translate compiled shader bytecode into GLSL

Take HLSL, compile it down to bytecode, parse that bytecode and generate corresponding “low level” GLSL. Right now this would only go one way, as GLSL does not have a cross platform “compiled shader” representation. Though with recent OpenCL getting SPIR, maybe there’s hope in OpenGL getting something similar in the future?

This is a lot simpler to do than parsing full high level language, and a ton of platform differences go away (the ones that are handled purely at syntax level, e.g. function overloading, type promotion etc.). A possible downside is that HLSL bytecode might be “too optimized” - all the hard work about register packing & allocation, loop unrolling etc. is not that much needed here. Any conventions like whether your matrices are column-major or row-major is also “baked into” the resulting shader, so your D3D and GL rendering code better match there.

Several existing libraries in this space:

What now?

Go and make solutions to the approaches above, especially #3 and #4! Cross-platform shader developers all around the world will thank you. All twenty of them, or something ;)

If you’re a student looking for an entry into the industry as a programmer: this is a perfect example of a freetime / university project! It’s self-contained, it has clear goals, and above all, it’s actually useful for the real world. A non-crappy implementation of a library like this would almost certainly land you a job at Unity and I guess many other places.

  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
提供的源码资源涵盖了Java应用等多个领域,每个领域都包含了丰富的实例和项目。这些源码都是基于各自平台的最新技术和标准编写,确保了在对应环境下能够无缝运行。同时,源码中配备了详细的注释和文档,帮助用户快速理解代码结构和实现逻辑。 适用人群: 适合毕业设计、课程设计作业。这些源码资源特别适合大学生群体。无论你是计算机相关专业的学生,还是对其他领域编程感兴趣的学生,这些资源都能为你提供宝贵的学习和实践机会。通过学习和运行这些源码,你可以掌握各平台开发的基础知识,提升编程能力和项目实战经验。 使用场景及目标: 在学习阶段,你可以利用这些源码资源进行课程实践、课外项目或毕业设计。通过分析和运行源码,你将深入了解各平台开发的技术细节和最佳实践,逐步培养起自己的项目开发和问题解决能力。此外,在求职或创业过程中,具备跨平台开发能力的大学生将更具竞争力。 其他说明: 为了确保源码资源的可运行性和易用性,特别注意了以下几点:首先,每份源码都提供了详细的运行环境和依赖说明,确保用户能够轻松搭建起开发环境;其次,源码中的注释和文档都非常完善,方便用户快速上手和理解代码;最后,我会定期更新这些源码资源,以适应各平台技术的最新发展和市场需求。 所有源码均经过严格测试,可以直接运行,可以放心下载使用。有任何使用问题欢迎随时与博主沟通,第一时间进行解答!

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值