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Universal Shading Language (USL) is new language for shading. .usl extension can be used for USL files.
The main goal of USL is simplfy shaders,
provide mixins (expecially for common tasks) and translate universal language to vendor specific shaders.
For instance, a simple shader that is written in USL can be compiled/translated to GLSL, HLSL or Mesal Shading Language (MSL)...
This will help to write platform independent portable shaders.
This is the main goal of the USL language.
Also a VM will be provided, so shaders will be able to run on CPU or GPU (by translated to GLSL, HLSL, MSL, SPIR-V...). USL will also provide library machanizm like Metal or better than Metal.
Shader caching will also be provided by utilities or Database. Shaders can also be ASCII or binary...
Expected Features
You must be able to write shader faster
Utilitis, mixins, functions... will be provided for common tasks, shading models...
Cross platform, platform independent shaders
USL can be translated/compiled GLSL, HLSL, MetalSL, Spir-V and its own IL
VM will be provided
Compiler will be privided as library and as tool
Shader caching will be provided with a library
Shader library will be supported
Lot of utilities, mixins, tools, documentations....... will be provided
Provide/Generate enough information about static samplers like Metal after compilation of USL to allow creating implicit root signature or implicit parameters of root signature for pipeline
Neural Graphics, Automatic Differentiation, @differentiable, derivatives and more...