Re: Binary vs Text

I don't even know how to get it across, but right now, deploying WebGL
applications is a joke. You can't put like, your application on the landing
page because for a large portion of your visitors their whole computer will
semi-freeze, the tab will crash or any number of other funny effects. And
the chief reason why that is so is the completely broken shader compile
chain.

On Wed, Nov 7, 2018 at 5:02 PM Florian Bösch <pyalot@gmail.com> wrote:

> I'm telling you how it is, why I've given up on hardware accelerated
> rendering on the web, and why developers are fed up with it. I've got
> exactly zero patience at this point for more of the same.
>
> On Wed, Nov 7, 2018 at 4:58 PM Corentin Wallez <cwallez@google.com> wrote:
>
>> Florian, while I don't disagree that FXC has a lot of bugs, I'd
>> appreciate if you used a more professional tone in this forum. Coating your
>> point in colorful language doesn't help with getting it across.
>>
>> On Wed, Nov 7, 2018 at 4:54 PM Florian Bösch <pyalot@gmail.com> wrote:
>>
>>> On Wed, Nov 7, 2018 at 4:30 PM Filip Pizlo <fpizlo@apple.com> wrote:
>>>
>>>> emit MSL, HLSL, or SPIR-V.
>>>>
>>>
>>> Well, if you've got to emit HLSL you're screwed. Because it's
>>> longstanding Microsoft tradition that compilers are shit and slow. It's
>>> always been Microsofts view that you should precompile shaders to DXIL. The
>>> whole exercise only has any point if you can cut out slow middleware that
>>> can't do what it's supposed to do in a reasonable amount of time despite
>>> developers complaining and arguing about it for the better part of 2
>>> decades. At this point it's fairly certain to assume drivers and Direct3D
>>> are always going to be shit at compiling anything, apparently hiring
>>> capable programmers for compiler design is hard or whatever, so the only
>>> way to make any progress is to take that responsibility entirely out of
>>> their incapable hands.
>>>
>>

Received on Wednesday, 7 November 2018 16:06:52 UTC