- From: Maciej Stachowiak <mjs@apple.com>
- Date: Wed, 25 Oct 2017 17:34:11 -0700
- To: Kai Ninomiya <kainino@google.com>
- Cc: "public-gpu@w3.org" <public-gpu@w3.org>
Received on Thursday, 26 October 2017 00:34:38 UTC
> On Oct 25, 2017, at 5:26 PM, Kai Ninomiya <kainino@google.com> wrote: > > Hey all, > > Yesterday I compiled shaderc into a JS library with the minimal entry points needed to compile GLSL to SPIRV inside a web application. > > <Screenshot from 2017-10-24 17-17-52.png> > > Source (But don't try to build this yet, it won't work - needs manual intervention during build). > https://github.com/kainino0x/shaderc/commit/1035e488ac3dcf759d6017328abf20d1d39b672f <https://github.com/kainino0x/shaderc/commit/1035e488ac3dcf759d6017328abf20d1d39b672f> > > kainino@kainino> du -b shaderc.* > 176816 shaderc.js > 45094 shaderc.js.gz > 2007815 shaderc.wasm > 589023 shaderc.wasm.gz > So a total of 634,117 bytes between shaderc.js.gz and shaderc.wasm.gz. > > (built with emcc -Oz <https://kripken.github.io/emscripten-site/docs/tools_reference/emcc.html#emcc-oz>; js files are the wasm wrappers, not asm.js) Other interesting performance questions: - What's the runtime memory cost of loading or using these libraries? - How long does it take to transpile a typical shader?
Received on Thursday, 26 October 2017 00:34:38 UTC