Comment by pjmlp

Comment by pjmlp 6 hours ago

14 replies

No surprise here, given the extent HLSL is already the de facto shading language for Vulkan.

Khronos already mentioned in a couple of conferences that there will be no further work improving GLSL, and given DirectX weight in the industry, HLSL kind of took over.

Additionally for the NVidia fans, it might be that Slang also gets a place in the Vulkan ecosystem, discussions are ongoing, as revealed on SIGGRAPH sessions.

hgs3 an hour ago

> Khronos already mentioned in a couple of conferences that there will be no further work improving GLSL

Unfortunately, HLSL isn’t an open standard like GLSL. Is it Khronos's intention to focus solely on SPIR-V moving forward, leaving the choice of higher-level shader languages up to application developers?

  • ferbivore 33 minutes ago

    There's likely to be very little funding for GLSL moving forward, and I would expect no major spec updates ever again, but vendors will probably keep publishing extensions for new GPU features and fixing things up. GLSL still has a fairly large user base. Whether SPIR-V is going to be the only Khronos shading language (or whatever you want to call it) moving forward, that's hard to say. Nvidia is pushing for Slang as a Khronos standard at the moment. Not sure if anyone's biting.

TillE 6 hours ago

My understanding was that dxc lacked support for compiling various HLSL features to SPIR-V (hence SM7 now), so there are still a bunch of Vulkan-focused projects like Godot which only support GLSL.

But yes, the games industry has been almost entirely HLSL since forever, and this is going to help remove the final obstacles.

  • minraws an hour ago

    Yep, especially DXC HLSL to SPIRV was a big issue when it came to supporting new features from Vulkan.

    Though I would still like to see if slang can succeed and I am always a bit afraid of Microsoft just dropping the ball somewhere.

Simran-B 5 hours ago

What about WGSL though, the shader language of WebGPU? WebGPU is kind of Vulkan lite, but unlike with Vulkan, Apple is on board and actually the reason why WGSL exists as yet another shading language.

  • jsheard 5 hours ago

    What about it? Nobody wanted WGSL, it's just an artifact of having to appease Apple during WebGPUs development as you say. I don't see why it would be adopted for anything else.

    The old WebGPU meeting notes have some choice quotes from (IIRC) Unity and Adobe engineers literally begging the committee not to invent a new shader language.

  • pjmlp 5 hours ago

    WebGPU, like WebGL, is a decade behind the native APIs it is based on.

    No one asked for a new Rust like shading language that they have to rewrite their shaders on.

    Also contrary to FOSS circles, most studios don't really care about Web 3D, hence why streaming is such a thing for them.

    There have been HLSL to SPIR-V compilers for several years now, this is Microsoft own official compiler getting SPIR-V backend as well.

camel-cdr 5 hours ago

I haven't used either in a while, what is missing from GLSL?

  • pjmlp 5 hours ago

    C based, no support for modular programming, everything needs to be a giant include, no one is adding features to it as Khronos isn't assigned any budget to it.

    HLSL has evolved to be C++ like, including lightweight templates, mesh shaders and work graphs, has module support via libraries, is continuously being improved on each DirectX release.

gigatexal 6 hours ago

Will this help games be more compatible with the proton layer on Linux or is this not related?