[Mesa-dev] [PATCH 1/2] glsl: Support GL_ARB_shading_language_include internally.

Kenneth Graunke kenneth at whitecape.org
Tue Apr 17 11:38:27 PDT 2012


Hi,

I definitely like the idea of refactoring and cleaning up the built-in 
profiles...they're definitely huge and out of control.  That said, I 
don't think ARB_shading_language_include is really the mechanism to do 
that.  As Ian pointed out, #include in GLSL isn't supposed to offer any 
kind of filesystem access...and I'd prefer not to implement -more- 
standalone compiler complexity just to support built-ins.  (They're 
complex enough as it is...)

I've come up with an alternate approach that achieves basically the same 
effect with ~4 lines of change to generate_builtins.py.

So I suppose the question is: do we want to support 
ARB_shading_language_include in GLSL?  If so, we ought to be able to use 
your patch as a starting point.  My initial feeling is that I'd rather 
see AMD, nVidia, or Apple implement it first (and I don't think they 
have), since the extension is rather odd...especially the whole 
path-handling feature.  Unless they support it, it's unlikely to see 
much use...

--Ken


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