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why separate from dx ? #9
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Yes, list of shaders are different. Only a small percentage of shaders designed for desktop use are usable on arm platforms. |
reason i ask is that i did https://github.com/notspiff/screensaver.shadertoy/tree/add_gl_gles which is a copy-pasty draft for gl(es) before i realized this one exists. it's not so much about code sharing as it is about having a single upstream in my mind. thus, i guess i will add gl-only support to the dx one, and then we'll have "desktop" and "embedded" versions. |
Your code does seems to be based on this repo's code (measure_performance and determine_bits_precision were originally written by me). Perhaps you picked it from a repo based on this one? I'll try and test it when I get a chance. Supporting shadertoy's recent multipass rendering would be a nice thing to support if you are working on this - it makes shaders much more powerful (without needing much more powerful hardware). |
(sorry for being schizo, so many devices); sure, it's your code from visualization.shadertoy that i copy-pasted and modified. where we do have one common upstream (dx code in separate file, gl/gles a nasty ifdef spaghetti). i wasn't trying to push my version, just to give some fuel to my fire; the multiple upstreams cause confusion (and in this case partially duplicated work). the version here is better i'm sure. |
Change to new C++ based addon interface style
any reason for this to be separate from the windows version? is it the list of shaders, are the shaders different or what's the deal?
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