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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