Besides mixing GLSL versions like Ian said, there's other issues with shader concatenation such as #pragmas and preprocessing.
Nevertheless, concatentation will probably work fine in most cases and it's relatively simple to implement. I've been working on it a little bit in the evenings and should have it done by the end of the week. A proper solution to this will probably have to wait until we have a new compiler... -Brian Mateusz Kaduk wrote: > Nevertheless in exactly all cases I tried to use GLSL I had problems > because this feature is not supported. > This feature is really in demand because its so commonly used. Moreover > most applications (all I ever tried) cannot enable GLSL because 3D > driver lacks it. Maybe there is nicer way of doing this somehow like ATI > and nVidia does ? > > 2009/3/31 Ian Romanick <[email protected] <mailto:[email protected]>> > > > I think they only did that when the only GLSL version they supported was > 1.10. As soon as you can link shaders with different language versions > and different extension enables, it gets really ugly. > > > > > ------------------------------------------------------------------------ > > _______________________________________________ > xorg mailing list > [email protected] > http://lists.freedesktop.org/mailman/listinfo/xorg ------------------------------------------------------------------------------ _______________________________________________ Mesa3d-dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/mesa3d-dev
