[Mesa3d-dev] Mesa 7.4-rc2 no separate compilation units in GLSL 1.20 ?
idr at freedesktop.org
Mon Mar 30 18:22:50 PDT 2009
-----BEGIN PGP SIGNED MESSAGE-----
Brian Paul wrote:
> Mateusz Kaduk wrote:
>> I am curious will "Separate compilation units" be supported in mesa 7.4
>> for Intel 3d driver ?
>> Both commercial and not commercial games for Linux does not work well or
>> just die because of not being able to compile shader.
>> [26/03/2009 08:13:43] [ShaderGL][shader_gl.cpp(655)] Shader
>> <vs_specular_with_scissor_and_color_mask> info log:
>> Error: Function 'CalculateFog' prototyped but not defined. Separate
>> compilation units not supported.
>> The problem is quite old and there are bugs already reported about that
>> ex. https://bugs.freedesktop.org/show_bug.cgi?id=19273
>> and many similar. Games not working are YoFrankie (Blender Project),
>> Savage2(Commercial), Nexuiz(Open-Source DarkAges Q1 engine),
>> RegnumOnline(Commercial free to play) and many more in GLSL mode.
>> Are there any plans to implement this feature ?
> Not in 7.4 (which is due tomorrow).
> I could try to look into this over the weekend maybe. I think the simplest way to get this working is to check for unresolved references at link time, then if needed, concatenate the relevant shader sources together and recompile as one unit. I believe another GL vendor was doing that at one point.
I think they only did that when the only GLSL version they supported was
1.10. As soon as you can link shaders with different language versions
and different extension enables, it gets really ugly.
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.4.9 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org
-----END PGP SIGNATURE-----
More information about the xorg