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@MathewBensonCode MathewBensonCode commented Feb 8, 2026

  • We remove the use of the shaderc download, which was only being used for compiling shaders.
  • We instead use the glslang compiler that we we're compiling anyway.
  • This way we can extract the glslang compiler that we have compiled and do the shader compilation as part of the CMake Scripting.
  • This should reduce the compilation times and/or storage requirements.
  • As Currently configured the Shaders will be compiled in each build, however, we can improve on this and ensure that compilation is only done as required at a later stage.

Should Close #481

@MathewBensonCode MathewBensonCode marked this pull request as draft February 8, 2026 22:06
- We remove the use of the shaderc download, which was only being used
  for compiling shaders.
- We instead use the glslang compiler that we we're compiling anyway.
- This way we can extract the glslang compiler that we have compiled
  and do the shader compilation as part of the CMake Scripting.
- This should reduce the compilation times and/or storage requirements.
- As Currently configured the Shaders will be compiled in each build,
  however, we can improve on this and ensure that compilation is only
  done as required at a later stage
@MathewBensonCode
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I initially attempted to use the ShaderC library to reduce the compilation by trying to use the Iibraries in the ShaderC package but ran into various linking errors on the different systems. I had worked locally for me though.

It was also not possible to use it with the macOS arm build as the ShaderC libraries available online are only x86-64.

So I went with the option of removing the ShaderC download step and shader compilation using powershell and instead incorporate it into the CMake workflow

@MathewBensonCode MathewBensonCode marked this pull request as ready for review February 9, 2026 05:51
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Duplicate Production of Shader Compilation Tools

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