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Roadmap, milestones, and functionality levels #47
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I don't think this issue reflects our current roadmap, and the things we've learned since I wrote this invalidates quite a bit of it, so we should probably close this issue to not give anyone wrong ideas. If someone feels otherwise, feel free to reopen. |
Hey :) Is the roadmap under the projects tab still accurate and can be considered a replacement for this issue? And keep up the great work 👍 |
Hey, I keep dropping in on the project from time to time to see how it's going. I noticed that the last comment on this issue was from 15 April 2021, and the last update to the roadmap was back on 1 April 2021. I know you guys have been working hard since then, I can see the commits in the repo, but that doesn't give me a clear picture of where things are. Can you please post updates somewhere? Thank you! |
hi, work indeed continues on! but we do not at this time have a public roadmap or updated summary of where we are at. but in a few of months we'll have more people joining to work on the project and will do some planning and triage and see if we can share more about our plans and support. |
Thank you for the update! I'm really looking forwards to one day (I hope) having everything Just Work™; I know very, very little about how to write, let alone optimize, compute shaders but they would be incredibly helpful to have working from straight rust. |
High-level reasons for the project
Pros compared to glsl/hlsl/etc.:
Cons:
Functionality levels
Each level distinguishes a milestone of achievement, and requires a certain level of commitment to get there. However, items here are extremely fluid, frequently span multiple levels, and can be worked on non-sequentially and in parallel.
Level 1 (#5), "prototype":
Level 2 (#36), "that's a rusty skybox":
Level 3, "it's friendly now":
include!
the resulting spir-v binary. ("Build system" #48)spirv-std
library has the basics. (e.g. Language feature: barriers #8, Investigate customrepr
for GPU memory #11, Investigate adding fast-math functions #12, Vector types #34, GPU-side layout/binding attributes #45).Level 4, "time to submit a talk about this":
ash
orvulkano
specifically. We need to be careful here to make sure the underlying compiler is still usable elsewhere.Level 5, "I could see this in a released game":
Level 6, "all the cool kids use shaded rust":
Feel free to edit this issue with more thoughts or to shuffle things around.
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