~/talk

Rapid Prototyping of Graphics Shaders in Modern C++

Talkat CppCon 2018 · 2018-09-23..09-28· [creative-coding, c-and-cpp]
links:none on file
slides:none on file

Claims a C++ library lets you compile GLSL as C++ so shader code runs on the CPU with full debugging and quick prototyping. Implementation uses templated vectors/matrices, union-backed members plus a swizzle proxy + fold expressions to emit minimal assembly in release; implicit-conversion decay and promotion traits fix template deduction for functions like dot/max. Results: trivial shaders hit ~500 FPS on GCC/phone, complex procedural planet needs a powerful GPU for 60 FPS while the CPU prototype drops to single-digit FPS; release is fast, debug is slow.

AI-written summary · about

  1. 0:00Introduction and motivation
  2. 6:47History of shading languages
  3. 13:06Designing C++ shader library
  4. 22:07Implementing vector swizzling
  5. 31:10Matrix support and operators
  6. 34:47Benchmarking and results
  7. 41:57Q&A session
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