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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