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mellinoe avatar mellinoe commented on May 27, 2024

This is one of the many rough edges of the library that gets ignored by me because it only pops up occasionally, and I just work around it every time. There's at least one place where reserved keywords are already handled, but there's no central place where it's done. For example, this part corrects a couple of GLSL keywords. Ideally, each of the backends would just have a single list of all keywords, and there's a central place where identifiers are corrected based on those lists.

The first question is, should the final HLSL compilation failure not ideally fail the build (I note an option in the ShaderGen targets that for the build to fail when ShaderGen itself fails, should we have a similar option or respect that option for HLSL compilation failures)?

Ideally, I would like the current behavior to stay. The tool will already quit out if it thinks it can't process the shader correctly. If it actually manages to spit out HLSL/GLSL, etc. then we've gotten far enough that the shader you've written (in C#) should be valid, and any failure to compile the HLSL/GLSL is a bug in ShaderGen.

from shadergen.

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