On 2/22/07, Brian Paul <[EMAIL PROTECTED]> wrote: > 2. A stand-alone GLSL compiler. At XDC, Dave Reveman mentioned that it > would be useful for him to have a tool to convert shaders into low-level > GPU programs, like those of GL_ARB_fragment_program. It occured to me > that it would be possible to write a Mesa driver (an executable, > actually) that would just compile shaders and emit GPU programs. So, I > wrote a driver to do just that. It's also described in the > docs/shading.html file.
I'd also find this very useful, too. It's nice to be able to prototype shaders in GLSL quickly, then convert to ARB fragment and vertex programs to get finer control and manual optimization. If you plan to implement optimization into the compiler, which I'm sure you do, or have done already, then it would be a good idea to include an option to disable optimization, or an optimization level option (like gcc) so that it's still possible to produce readable output from the stand alone compiler. Good work on this, btw. Should be interesting to see what happens in the future with the DRI drivers, etc. ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
