Hi there!

I'm interested in implementing the correct shader source validations and
code generation for Servo's WebGL implementation.

Looking at other browser implementors, I've seen that both Gecko and
WebKit/Blink are using ANGLE's GLSLang (
https://github.com/adobe/angle/tree/master/src/compiler), that validates
and produces either GLES2 or GLSL.

Porting it to Rust is infeasible due to my time constraints, so my initial
approach would be creating a repo with the minimal amount of C/C++ code
needed from ANGLE and a small Rust wrapper, and later add it as a
dependency and use it from script.

I just wanted to know what do you think about that, to see if there's a
better approach I could take before I start :P

Thanks in advance:
Emilio Cobos Álvarez
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