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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Second Life shaders fail to compile"
href="https://bugs.freedesktop.org/show_bug.cgi?id=71591#c5">Comment # 5</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED NOTOURBUG - Second Life shaders fail to compile"
href="https://bugs.freedesktop.org/show_bug.cgi?id=71591">bug 71591</a>
from <span class="vcard"><a class="email" href="mailto:sonichedgehog_hyperblast00@yahoo.com" title="MirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>"> <span class="fn">MirceaKitsune</span></a>
</span></b>
<pre>Although I'm not a driver developer and have little technical expertise here,
I've gotten a better understanding of the issue.
I can see why Mesa deems such shaders as invalid, given the statement is not
placed correctly and it is bad writing. However, I believe the Mesa developers
should consider that many applications have shaders written this way, with
developers who might not care to fix them. Failing with an error here will
condemn those with the free drivers to be unable to run what those with the
proprietary drivers can. Yes, Mesa's approach is technically correct, the
writing is bad and shouldn't be supported... but users of many programs with
bad shaders have to suffer the consequences, which I don't think is right.
My personal suggestion is to not fail with an error, but print a big warning in
the console to let people know the shaders are written poorly. I believe this
is a fair approach, and a compromise Mesa can make for the sake of
compatibility. Please consider it.</pre>
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