by Rachael » Wed Oct 05, 2016 2:27 pm
One time dpJudas mentioned that LLVM would be able to compile shaders into CPU code, too (if I am not mistaken - sorry my memory can be a bit bad sometimes). If that's true, the fork would be able to support GZDoom's post-processing shaders, including bloom, tonemap, (and possibly soon) SSAO, without a lot of extra code, and with user modifications if they are included.
I'll put it to you bluntly - we haven't even seen the tip of the iceberg, yet.
But doing all that is going to take a lot of work - and don't take any of this as a promise - because I don't even know how much of that is actually doable. I know running CPU shaders can be really costly on performance, though.
One time dpJudas mentioned that LLVM would be able to compile shaders into CPU code, too (if I am not mistaken - sorry my memory can be a bit bad sometimes). If that's true, the fork would be able to support GZDoom's post-processing shaders, including bloom, tonemap, (and possibly soon) SSAO, without a lot of extra code, and with user modifications if they are included.
I'll put it to you bluntly - we haven't even seen the tip of the iceberg, yet.
But doing all that is going to take a lot of work - and don't take any of this as a promise - because I don't even know how much of that is actually doable. I know running CPU shaders can be really costly on performance, though.