I'm personally totally fine with reusing C++ code here. I suspect that rewriting the shader validator in Rust is lower-priority than, say, rewriting image decoders in Rust, and we can't avoid shipping a shader validator.
Patrick On Mon, Aug 10, 2015 at 2:06 PM, Emilio Cobos Álvarez <ecoa...@gmail.com> wrote: > 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 > _______________________________________________ dev-servo mailing list dev-servo@lists.mozilla.org https://lists.mozilla.org/listinfo/dev-servo