> The debug flow I propose with RenderDoc will rely on a lot of shader replacements and roundtrips via SPIRV-Cross’ GLSL backend, so Vulkan GLSL is the appropriate language to start with.
Where, as someone who never did GPU programming, I feel like the author was explaining GPU programming to people who already know GPU programming.
> The debug flow I propose with RenderDoc will rely on a lot of shader replacements and roundtrips via SPIRV-Cross’ GLSL backend, so Vulkan GLSL is the appropriate language to start with.
Where, as someone who never did GPU programming, I feel like the author was explaining GPU programming to people who already know GPU programming.