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
wrote:
> Hi
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/compile
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