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It's possible since all backends generate the shader code first and then compile it at runtime. But currently we don't expose such APIs. There might be some little glitches to support such a feature: the backends expect specific kernel argument layouts (or shader descriptor sets, etc.), to which the user provided kernel strings must also conform. An alternative way (which I personally would prefer) might be directly using the target graphics API (like native CUDA/DirectX) and interoperate with the LuisaCompute system with its exposed native handles. For example, you can get the underlying CUDA buffer address by reinterpreting Luisa's |
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I wonder if this is possible. Given a kernel as string, compiling it at runtime and then executing.
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