Skip to content

Use Shady for HSLS and Metal Shaders.#51

Merged
treeform merged 4 commits into
masterfrom
silky-shady-unified-shader
May 30, 2026
Merged

Use Shady for HSLS and Metal Shaders.#51
treeform merged 4 commits into
masterfrom
silky-shady-unified-shader

Conversation

@treeform

@treeform treeform commented May 26, 2026

Copy link
Copy Markdown
Owner
  • add one shared Shady-authored Silky shader for the OpenGL, DirectX, and Vulkan drawers

  • move viewport and atlas transforms into shader uniforms instead of backend-specific shader text

  • preserve the current tooltip mask path by carrying maskUv through the shared shader

  • add source-shader development mode for DirectX and Vulkan that writes generated source files and refreshes committed bytecode blobs

  • add shadyBinaryShaders mode for DirectX .cso and Vulkan .spv blobs when source shader generation/compilation should be skipped

  • add shader codegen coverage and a DirectX runtime smoke test for generated HLSL pipeline creation

  • depends on Add HLSL and Metal Shader support. shady#33 at f9ab26d946c32cd9da7c04394a1353a375a9dba5 for the Vulkan GLSL target, HLSL resource binding, and binary shader utility support

@treeform treeform changed the title Use shared Shady shaders for OpenGL and DirectX Use shared Shady shaders across backends May 26, 2026
@treeform treeform changed the title Use shared Shady shaders across backends Use Shady for HSLS and Metal Shaders. May 27, 2026
@treeform treeform merged commit 2389c49 into master May 30, 2026
7 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant