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

Brian Paul brianp at vmware.com
Tue Apr 17 11:42:20 PDT 2012


On 04/17/2012 12:38 PM, Kenneth Graunke wrote:
> 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),

NVIDIA has it in their 295.33 driver, at least.


> since the extension is rather odd...especially the whole
> path-handling feature. Unless they support it, it's unlikely to see
> much use...

-Brian


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