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You're right it seems - as written, the parsing overhead from the requirement to make the entire system run the GPU makes it impractical. A hybrid system could outperform CPU or GPU alone.

What I really want is a scheme->GLSL shader compiler - much narrower and more tractable.



This is likely unrelated, but your comment makes me think of clasp: https://github.com/clasp-developers/clasp


Check out Hypergiant (Scheme -> GLSL) http://wiki.call-cc.org/eggref/4/hypergiant

or

CEPL (common lisp -> GLSL) https://github.com/cbaggers/cepl


In case you haven't seen the applications of nanopass compilers to do similar things, specifically harlan, here you go: https://github.com/eholk/harlan


What would it give you to compile scheme to glsl? Glsl is already a pretty direct yet high level representation of shaders. Why put another layer on top of it?




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