Which shading language is the most portable?
HLSL: PC (DX9, WGF2.0), Xbox2
Cg: PC (DX9, OpenGL; future in conjunction with WGF2.0 and OpenGL 2.x unclear), PS3
GLSL: PC (OpenGL 2.0)
Does shader portability matter?
Hardly. The amount of shader code is minimal compared to the amount of application code that needs to be changed for porting to another platform. Shading languages are very similar, especially HLSL and Cg. Artists will work with visual tools that auto-generate shaders from code blocks.
Does Sony care about portability?
No.
HLSL: PC (DX9, WGF2.0), Xbox2
Cg: PC (DX9, OpenGL; future in conjunction with WGF2.0 and OpenGL 2.x unclear), PS3
GLSL: PC (OpenGL 2.0)
Does shader portability matter?
Hardly. The amount of shader code is minimal compared to the amount of application code that needs to be changed for porting to another platform. Shading languages are very similar, especially HLSL and Cg. Artists will work with visual tools that auto-generate shaders from code blocks.
Does Sony care about portability?
No.
I don't expect the PS3 GPU to be anything but a complete GPU, including VS.Vysez said:It's highly expected that the Cell's SPE would deal with the TnL and other Vertex operations.