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 _______________________________________________ dev-servo mailing list dev-servo@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-servo