Oliver McFadden wrote:
> 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.

There's presently no control over optimization level.  I have a few 
#ifdefs in the compiler that I occasionally use for debugging, but I'd 
rather not expose them as options right now.

The readability of the GPU programs isn't too bad.  I encourage people 
to try it out and see.

There's lots of room for improvement in the formatting of the GPU 
programs which are emitted.  The syntax is usually not 100% legal and 
the programs require hand-editing before they can be fed back into 
glProgramStringARB().  That's an area I'll probably leave to others to 
work on.

-Brian


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