Design :HLSL syntaxe highlight support #118854

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opened 2024-02-28 15:40:27 +01:00 by Gangneron · 4 comments

I'm creating this ticket to get other people's opinions on implementing hlsl syntax in the script and text editor.
the goal would be to be able to write and execute custom hlsl shaders in blender. This language is widespread in the industry, particularly that of video games. but before starting development I wanted to collect opinions or advice on the subject

I'm creating this ticket to get other people's opinions on implementing hlsl syntax in the script and text editor. the goal would be to be able to write and execute custom hlsl shaders in blender. This language is widespread in the industry, particularly that of video games. but before starting development I wanted to collect opinions or advice on the subject
Gangneron added the
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label 2024-02-28 15:40:27 +01:00
Iliya Katushenock added this to the Python API project 2024-02-28 15:45:02 +01:00
Iliya Katushenock added the
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labels 2024-02-28 15:45:09 +01:00

The biggest issue I see is that there is currently no way to use HLSL in Blender to compile a shader or a script node.
So I don't see the incentive at all.

The only use-case I can think of is when using an external engine in the viewport that does support HLSL but that's quite niche.

The biggest issue I see is that there is currently no way to use HLSL in Blender to compile a shader or a script node. So I don't see the incentive at all. The only use-case I can think of is when using an external engine in the viewport that does support HLSL but that's quite niche.
Author

He is possible to fix issue of compile it's possibly #113938
But i write your commentary

He is possible to fix issue of compile it's possibly #113938 But i write your commentary

I had a discussion with Jeroen on this subject and it seemed that the implementation was far from being easy in the end and quite badly supported on many OpenGL implementation. So I'm pretty sure this will only apply to Vulkan which is only planned for the end of the year (first working version). So it isn't something I would recommend to work on until then.

I had a discussion with Jeroen on this subject and it seemed that the implementation was far from being easy in the end and quite badly supported on many OpenGL implementation. So I'm pretty sure this will only apply to Vulkan which is only planned for the end of the year (first working version). So it isn't something I would recommend to work on until then.
Author

ok I will talk about it when vulkan is functional.

ok I will talk about it when vulkan is functional.
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Reference: blender/blender#118854
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