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
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> dev-servo@lists.mozilla.org
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>
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