Re: [Mesa-dev] The ARB_shader_subroutine extension

2014-11-18 Thread Gustaw Smolarczyk
Yeah, I understand this concern. But this could be said about any uber-shader approach. For cases when one cannot afford to change shader program in between draw calls (using features like multi draw indirect), it should be better to use shader subroutine arrays instead of a switch. If the differen

Re: [Mesa-dev] The ARB_shader_subroutine extension

2014-11-18 Thread Ian Romanick
On 11/16/2014 08:31 AM, Gustaw Smolarczyk 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

Re: [Mesa-dev] The ARB_shader_subroutine extension

2014-11-16 Thread Chris Forbes
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 for. 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 su

[Mesa-dev] The ARB_shader_subroutine extension

2014-11-16 Thread Gustaw Smolarczyk
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