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Ok, this is an info dump, but I think this is the ideal path forward for Fable performance and also fixes #66 .
Ideally we...
Use the @fum macro to siphon out the function bodies and create large function bodies like before the Hutchinson and FractalUserMethod overhaul #64 update; however, we will also allow for configurable keyword arguments so we do not need to recompile the function too many times for dynamic scenes.
Compile this to SpirV using some form of compute shader (note that we want to use the graphics pipeline if possible)
Try to compile directly to a GLSL string and then compile with a GLSLangValidator.jl (or something)?
Find a way to wrap a window library (whatever Makie / Plots use or maybe GLFW) for dynamic / realtime output.
Note that this will remove the dependencies on KernelAbstractions and any GPU vendor because we can rely on Vulkan for these steps, which would greatly reduce precompile time and hopefully speed up the process for PkgCompiler so we could make executables (games?) with this application.
The text was updated successfully, but these errors were encountered:
Ok, this is an info dump, but I think this is the ideal path forward for Fable performance and also fixes #66 .
Ideally we...
@fum
macro to siphon out the function bodies and create large function bodies like before the Hutchinson and FractalUserMethod overhaul #64 update; however, we will also allow for configurable keyword arguments so we do not need to recompile the function too many times for dynamic scenes.Note that this will remove the dependencies on KernelAbstractions and any GPU vendor because we can rely on Vulkan for these steps, which would greatly reduce precompile time and hopefully speed up the process for PkgCompiler so we could make executables (games?) with this application.
The text was updated successfully, but these errors were encountered: