[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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