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Port Fire, spin and squeezimize aniations to vulkan rebased - #3183

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mark-herbert42 wants to merge 2 commits into
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mark-herbert42 wants to merge 2 commits into
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@mark-herbert42

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Re-applied the changes over latest wayfire commits, compiled, works so far.

@mark-herbert42

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@soreau , I saw you solution in filters to keep common shader for both vulkan and gles, and have runtime compilation in vulkan effect. It is really looking interesting and elegant solution, but I do not want to use it for one reason. The reason is - vulkan does not support runtime shader compilation in stock, so you implemented shader comiling using gles calls. And that mean that vulkan path is getting mixed with gles so whenever vulkan renderer mature enough to get rid of gles completely it will require more effort. So I asked AI agent to do vulkan code vulkan way so it did separate shader files.

@soreau

soreau commented Oct 24, 2026

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@soreau , I saw you solution in filters to keep common shader for both vulkan and gles, and have runtime compilation in vulkan effect. It is really looking interesting and elegant solution, but I do not want to use it for one reason. The reason is - vulkan does not support runtime shader compilation in stock, so you implemented shader comiling using gles calls.

I think this is inaccurate. Filters vulkan branch uses glslang to compile GLSL to SPIR-V bytecode. The code works for both gles2 and vulkan renderers, so maybe this is the confusing part. If you still think there are gles calls in the vulkan glslang translation, please link to the lines of code so that I might explain.

@ammen99

ammen99 commented Oct 24, 2026

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I imagine mark meant calls to the glsl compiler however it should be noted glsl is the common standard for shaders in both vulkan and gles. So glsl calls do not mean gles calls. Names can be a bit confusing here.

In any case, for now I'd stick with the current approach of separate shades. After the styling errors are fixed we can move forward with merging this.

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3 participants