[Mesa-dev] Mesa (shader-work): glsl: introduce ir_binop_all_equal and ir_binop_any_equal, allow vector cmps
Ian Romanick
idr at freedesktop.org
Wed Sep 8 14:53:52 PDT 2010
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Luca Barbieri wrote:
> That said, the idea of using a complex language like GLSL as the API
> interface is one of the usual bad design decisions of OpenGL (since,
> for instance, it essentially guarantees incompatibilities, and forces
> everyone implementing it do a lot of unnecessary work), and it would
> be much better if OpenGL just specified a binary bytecode format
> (like, say, Direct3D 11), but unfortunately this is what the current
> situation is.
The mistakes of D3D again rear their ugly head. Every D3D driver has to
attempt to reverse engineer the assembly code that it is given to do
real optimization. It make the driver (and the driver writer) do orders
of magnitude more work. The only people that it helps are people like
S3 or XGI that don't have a budget to hire a full driver team. For
everyone else it just plain sucks.
The incompatibilities are largely because we have *no* conformance tests
for anything past OpenGL 1.2.
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