Notes on supported shading languages

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Sascha Willems 2025-06-02 12:52:36 +02:00
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@ -68,7 +68,7 @@ Once built, examples can be run from the bin directory. The list of available co
-vs, --vsync: Enable V-Sync
-f, --fullscreen: Start in fullscreen mode
-w, --width: Set window width
-s, --shaders: Select shader type to use (glsl, hlsl, slang)
-s, --shaders: Select shader type to use (glsl, slang, hlsl)
-g, --gpu: Select GPU to run on
-gl, --listgpus: Display a list of available Vulkan devices
-b, --benchmark: Run example in benchmark mode
@ -83,7 +83,7 @@ Note that some examples require specific device features, and if you are on a mu
## Shaders
Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](shaders/glsl), most samples also come with [HLSL](shaders/hlsl) and [slang](shaders/slang/) shader sources
Vulkan consumes shaders in an intermediate representation called SPIR-V. This makes it possible to use different shader languages by compiling them to that bytecode format. The primary shader language used here is [GLSL](shaders/glsl), most samples also come with [slang](shaders/slang/) and [HLSL](shaders/hlsl) shader sources, making it easy to compare the differences between those shading languages.
## A note on synchronization