[Mesa-dev] The ARB_shader_subroutine extension

Chris Forbes chrisf at ijw.co.nz
Sun Nov 16 13:38:38 PST 2014

Hi Gustaw,

My understanding is that it's a combination of the awkward API, and
dubious value. It's certainly not something that everyone is screaming

As far as mesa's implementation goes, I started on the parser changes
and tests a while ago; I believe Ian was going to pick it up. I'm not
sure whether he's had time to do much on it though.

-- Chris

On Mon, Nov 17, 2014 at 5:31 AM, Gustaw Smolarczyk <wielkiegie at gmail.com> wrote:
> Hello once again,
> This time, I would like to ask about the shader subroutine extension.
> I believe this extension is not very popular, but is still needed for
> GL4 compliance.
> What is the reason for its unpopularity?
> Is it because one needs to reset subroutine uniform values after any glUse*?
> Or it just didn't provide enough value?
> Wouldn't it be good to implement uber-shaders (especially using
> subroutine uniform array)?
> Is anybody actively working on it? I guess, there are changes needed
> in the GLSL compiler. It could be easily lowered to a
> switch-on-uniform-int thing, or something like that, if only
> compliance to the GL4 matters and not the performance.
> Regards,
> Gustaw
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