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Hi,
For the two attached compute shaders, using the API to compile takes about a full minute.
const glslang_input_t glslc_input = { .language = GLSLANG_SOURCE_GLSL, .stage = glslc_stage[shd->stage], .client = GLSLANG_CLIENT_VULKAN, .client_version = GLSLANG_TARGET_VULKAN_1_3, .target_language_version = GLSLANG_TARGET_SPV_1_6, .target_language = GLSLANG_TARGET_SPV, .code = shd->src.str, .default_version = 460, .default_profile = GLSLANG_NO_PROFILE, .force_default_version_and_profile = false, .forward_compatible = false, .messages = GLSLANG_MSG_DEFAULT_BIT, .resource = &glslc_resource_limits, }; glslang_spv_options_t glslc_opts = { .generate_debug_info = 1, .emit_nonsemantic_shader_debug_info = 1, .emit_nonsemantic_shader_debug_source = 1, .disable_optimizer = 0, .strip_debug_info = 0, .optimize_size = 0, .disassemble = 0, .validate = 1, .compile_only = 0, }; glslang_shader_create() glslang_shader_preprocess() glslang_shader_parse() glslang_program_create() glslang_program_add_shader() glslang_program_link() glslang_program_SPIRV_generate_with_options()
slow.txt slow2.txt
Using the compile time is much faster. But we build and compile our shaders during runtime. Hence a minute is unacceptable.
The text was updated successfully, but these errors were encountered:
jeremy-lunarg
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Hi,
For the two attached compute shaders, using the API to compile takes about a full minute.
slow.txt
slow2.txt
Using the compile time is much faster. But we build and compile our shaders during runtime. Hence a minute is unacceptable.
The text was updated successfully, but these errors were encountered: