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#glsl

1 post1 participant0 posts today

Hm, not happy with SPIR-V to ISA on my RDNA3 that is reordering loads from shared memory in some ways that it is actually slightly less efficient...

Is there a way to instruct the ISA compiler via GLSL to not reorder loads from shared mem? (Not workgroup/subgroup barriers but simple no-reordering) I haven't yet tried if volatile could do the trick 🤔

Anyone has some thoughts?

New work: #ALLUVION

Over the past two months I've been actively revisiting, updating/extending and now close to finishing this 1.5 year long journey... The actual journey has been much longer, been toying with (faux) fluid sims since ~2007...

A 50 second preview of one of my fave variations, best enjoyed fullscreen... Tried to achieve some molten, dichroic/irridescent glass & oilfilm aesthetics here, but there're over a dozen of other very different routes/styles possible too, with 25+ parameters to tweak the simulation and look & feel...

Made with thi.ng/shader-ast & thi.ng/shader-ast-stdlib