Hi,
one of the nice things about Cg is that it lets you add compiler options to your code. For example it is possible to specify if loops should be unrolled or use a data-dependent branch. Also features can be enabled or disable by targeting different profile.
GLSL on the other ahdn appears to be more criptic.
Now I have a problem with one GLSL shader doing a loop which appear to be compiled by unrolling and not brnaching.
The loop looks like
for(i = 0; i < max; i ++) { … }
and only works when max <= 8.
I would like to ensure the driver is using fragment_program_2 as well as loop branching. How can I do so in GLSL?
Thanks!
-x