Hello,

I have enabled GLSL in Mesa, although it is not complete.
Some programming "candies" are not supported, but
this will change soon as I have now a plenty of free time.

I have commited a demo, arbfslight, which is a GLSL version
of Brian's arbfplight.c. It contains some hacks, but should
look identically.

Jeffrey Timanus offered implementing the preprocessor part.
If you are ready, I am also ready to include it.

I will need some help with incorporating the GLSL into
state machine from somebody who has the overall
sight on the Mesa project. Specifically, I mean
all the code that gets executed when the GL state
changes (like in texstate.c), the interactions between
GLSL and the rest of the code, the additional actions
that need to be taken when a valid program object
is bound or unbound, etc.


CONCERNING 3DLABS' GLSL COMPILER

We have agreed that 3DLabs' compiler is going to be incorporated
into Mesa. Because of problems with getting it compile under Mesa
I have decided to write custom plain-C compiler. So is to the
NVIDIA's preprocessor.
Having this in mind I separated GL_ARB_shader_objects from
the remaining 3 extensions. Also I separated the front-compiler
(the slang_compile*.[ch] files) from code generations (the
slang_assemble*.[ch] files). It is possible to plug the 3DLabs'
front-end compiler into Mesa, while having the plain-C version.
It is possible, but one is not limited to, to use the existing
assembly generator to generate the code from 3DLabs' front-end
output tree.
However, currently I dont have so much time to incorporate the
3DLabs' compiler into Mesa. Dont get me wrong, I just cannot
guarantee I will be able to do it in a short time. I do not want
to block other people form doing that. If there is a volunteer,
I offer my help in solving the questions.

--
Pozdrawiam,
Michał Król

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