Shader language multi-platform compiling and publishing system and method

A multi-platform, language technology, applied in the direction of code compilation, program code conversion, motion accessories, etc., can solve the problems of doubling the workload, raising the threshold of development, inconsistency, etc., saving workload, reducing human errors, and reducing code writing. amount of effect

Inactive Publication Date: 2020-03-06
广州泳泳信息科技有限公司
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Problems in actual operation include: the workload doubles as the number of compatible shader languages ​​increases, manual synchronization may have errors or inaccuracies, resulting in inconsistent effects on different platforms
The above problems reduce the efficiency of game effect development; at the same time, because effect developers need to be familiar with the characteristics of different shader languages, the development threshold is also raised

Method used

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  • Shader language multi-platform compiling and publishing system and method
  • Shader language multi-platform compiling and publishing system and method
  • Shader language multi-platform compiling and publishing system and method

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Embodiment Construction

[0044] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some, not all, embodiments of the present invention. Based on the embodiments of the present invention, all other embodiments obtained by persons of ordinary skill in the art without making creative efforts belong to the protection scope of the present invention.

[0045] refer to figure 1 As shown, it is a schematic diagram of the shader language multi-platform compilation and release process provided by the embodiment of the present invention. The embodiment of the present invention provides a solution for automatically converting the hlsl language to other shader languages, including converting the hlsl language to glsl, metal- shader, spir-V, effectively reducing the amount of code writing in graphics development. T...

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Abstract

The invention discloses a shader language multi-platform compiling and publishing system and method. The invention provides a scheme for automatically converting an hlsl language into other shader languages. The method comprises the following steps: converting an hlsl language into glsl, meta-shader and spir-V, so that the code writing amount in graphic development is effectively reduced, and a corresponding executable shader script capable of running on other platforms can be generated only by writing the hlsl once in a graphic effect algorithm. According to the method, when the shader code is converted, compiling error detection can be conducted on the shader code, grammar errors are fed back to developers in time, and it can be guaranteed that the finally converted shader code is correct and operable through compiling error detection while conversion is conducted.

Description

technical field [0001] The invention relates to the technical field of computer language, in particular to a shader language multi-platform compiling and publishing system and method. Background technique [0002] With the development and maturity of the mobile game market, mobile games have also begun to develop in the direction of large-scale and heavy-duty, which has also led to an increasing amount of mobile game development. In particular, the requirements for the amount of shader code written and iteration speed are getting higher and higher as the effects of mobile games become more and more complex. [0003] The main challenge of shader development for mobile games is that different operating systems (IOS, Android, WinPhone) use different graphics protocols (DirectX, Opengl, Metal, Vulkan), and different graphics protocols use different shader languages ​​(hlsl , glsl, metal-shader, spir-v). [0004] Most of the previous generation of game engines in China use hand...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F8/41A63F13/60
CPCA63F13/60G06F8/41G06F8/443
Inventor 刘泳黄信寿
Owner 广州泳泳信息科技有限公司
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