I have recently been dabbling in 3DS and most importantly Wii U homebrew development over the past few months. I have a big question before I make my first Wii U homebrew.
For context to this question, I have a copy of the Cafe SDK on one of my computers.
I installed it specifically for the Wii U's distribution of Unity, but I later uninstalled Unity because of how slow and memory-intensive it is.
So I would like to know, is it permissible to use the official shader compiler to compile GLSL shader code for the Wii U's GX2? Not that learning GPU7 assembly is sooooo bad, I'm just asking. The 3DS' Pica200 assembly is fairly easy in contrast though.
The question might sound dumb, but I would like to make at least one graphics-intensive homebrew program for the Wii U since the Wii had a ton of them. For now we only have the Colored Cube demo and that was made 7 years ago.
Mind you, only the shaders would be compiled with anything official and the .rpx itself would be compiled using the unofficial WUT libraries.
The Cafe SDK's compiler supports 5 different types of shaders compared to the 2 that Latte Assembler can compile, so that's another reason why I'm asking.
- Would it be okay to use the official GX2 shader compiler, and if so would those shaders work with a program compiled with WUT?
For context to this question, I have a copy of the Cafe SDK on one of my computers.
I installed it specifically for the Wii U's distribution of Unity, but I later uninstalled Unity because of how slow and memory-intensive it is.
So I would like to know, is it permissible to use the official shader compiler to compile GLSL shader code for the Wii U's GX2? Not that learning GPU7 assembly is sooooo bad, I'm just asking. The 3DS' Pica200 assembly is fairly easy in contrast though.
The question might sound dumb, but I would like to make at least one graphics-intensive homebrew program for the Wii U since the Wii had a ton of them. For now we only have the Colored Cube demo and that was made 7 years ago.
Mind you, only the shaders would be compiled with anything official and the .rpx itself would be compiled using the unofficial WUT libraries.
The Cafe SDK's compiler supports 5 different types of shaders compared to the 2 that Latte Assembler can compile, so that's another reason why I'm asking.