> And never will... It does not export PIPE_CAP_GLSL, and does not have > the shader opcodes to ever do so.
Any Gallium driver should be able to support the GLSL subset without control flow. And if we had a proper optimization infrastructure capable of inlining functions, converting conditionals to multiplications and unrolling loops (e.g. look at what the nVidia Cg compiler does), then essentially all GLSL could be supported on any driver, with only limitations on the maximum number of loop iterations. Isn't it worth supporting that? BTW, proprietary drivers do this: for instance nVidia supports GLSL on nv30, which can't do control flow in fragment shaders and doesn't support SM3. ------------------------------------------------------------------------------ Download Intel® Parallel Studio Eval Try the new software tools for yourself. Speed compiling, find bugs proactively, and fine-tune applications for parallel performance. See why Intel Parallel Studio got high marks during beta. http://p.sf.net/sfu/intel-sw-dev _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev