MoltenShaderConverter does only support vertex & fragment shaders?


This topic contains 3 replies, has 3 voices, and was last updated by  Bill Hollings 1 year, 2 months ago.

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  • #1210

    pooyaeimandar
    Participant

    Hello
    I’m using your useful library to make my engine cross platform.
    I noticed that there are only two input command for shader type in MoltenShaderConverter. -t v and -t f.
    Can I convert compute and tessellations shaders to spir-v?

    #1211

    Bill Hollings
    Keymaster

    @pooyaeimandar

    Thanks for supporting MoltenVK in your game engine, and thanks for including the link to it.

    The shader converter does not currently support conversion of Tessellation or Compute shaders from SPIR-V.

    However, both features are a top priority for us, and will be under development very soon. You should expect to see them soon.

    Regards…

    …Bill

    #1226

    kaben
    Participant

    @bill:
    Is there a timeline for invoking compute shaders in MoltenVK?
    We’re porting cross-platform OpenCL to Vulkan, and MoltenVK will be our macOS/iOS solution, once it supports compute shaders.
    Thanks — KN

    #1228

    Bill Hollings
    Keymaster

    @kaben

    I don’t have a strict timeline to offer at this point…but it is a high priority for us…so work should begin within the next few weeks…with delivery a couple of months out.

    …Bill

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