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shader source names
glsl should provide for means to Name source buffers either inside a given source or provide another mechanism to Name source-buffers, so that source-names can be shown in shader-info-logs instead of the source-index.
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Advanced Member
Frequent Contributor
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Advanced Member
Frequent Contributor

Originally Posted by
arekkusu
and the GL analogue: http://www.opengl.org/registry/specs/KHR/debug.txt which is a part of the GL4.3 core specification (Chapter 20), the labels for objects are in section 7 of Chapter 20.
It would be ideal for you hlewin to read the spec.
Last edited by kRogue; 02-01-2013 at 11:16 AM.
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Senior Member
OpenGL Guru
Technically, that's not what he asked for. He's talking about compiling multiple strings within a shader, such that each individual string has its own name. Like giving GLSL a #name directive that tells the compiler to use that name when it would have used a string index.
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Right - and when source-buffers can be named that way, maybe there is a way to keep them in memory by user request.
That would be a way to realize #include-statements despite of the fact that there is no filesystem interaction.
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Senior Member
OpenGL Guru
We already have that part via extension: ARB_shading_language_include. Only NVIDIA implements it though.
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