[Mesa3d-dev] Mesa 7.4-rc2 no separate compilation units in GLSL 1.20 ?
Brian Paul
brianp at vmware.com
Tue Mar 31 07:12:23 PDT 2009
Besides mixing GLSL versions like Ian said, there's other issues with shader concatenation such as #pragmas and preprocessing.
Nevertheless, concatentation will probably work fine in most cases and it's relatively simple to implement. I've been working on it a little bit in the evenings and should have it done by the end of the week.
A proper solution to this will probably have to wait until we have a new compiler...
-Brian
Mateusz Kaduk wrote:
> Nevertheless in exactly all cases I tried to use GLSL I had problems
> because this feature is not supported.
> This feature is really in demand because its so commonly used. Moreover
> most applications (all I ever tried) cannot enable GLSL because 3D
> driver lacks it. Maybe there is nicer way of doing this somehow like ATI
> and nVidia does ?
>
> 2009/3/31 Ian Romanick <idr at freedesktop.org <mailto:idr at freedesktop.org>>
>
>
> I think they only did that when the only GLSL version they supported was
> 1.10. As soon as you can link shaders with different language versions
> and different extension enables, it gets really ugly.
>
>
>
>
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