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Layers All The Way Down: The Untold Story of Shader Compilation

Background As a game developer who works primarily in frameworks instead of engines, one of the biggest pain points is the need to render on multiple platforms efficiently. For most platform-level tasks, like window management, input handling, etc, SDL does a beautiful job and I barely have to think about it. Rendering, by comparison, is a huge can of worms. Every platform has their own unique support matrix. For Windows you have D3D12/D3D11/Vulkan/OpenGL. For Apple platforms you have Metal and ...

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