Open source Cg compiler?

King InuYasha ngompa13 at gmail.com
Fri Apr 10 12:33:12 UTC 2009


On Thu, Apr 9, 2009 at 3:49 PM, Callum Lerwick <seg at haxxed.com> wrote:

> On Thu, 2009-04-09 at 15:17 -0500, King InuYasha wrote:
> > On Thu, Apr 9, 2009 at 1:07 PM, Callum Lerwick <seg at haxxed.com> wrote:
>
>
> >         Crystal Space uses Cg. WHY? They don't even use Direct3D. The
> >         only
> >         justification for Cg instead of GLSL is if you're wanting to
> >         share
> >         shaders across OpenGL and Direct3D, in which case writing in
> >         HLSL and
> >         using ATI's tool is a non-proprietary solution. (Now how about
> >         a
> >         GLSL2HLSL compiler...)
>
> >
> > Maybe because it makes it easy to make shaders to both GLSL and HLSL?
> > For open source projects like PCSX2 which need shaders a lot, it is
> > absolutely necessary that the SL output is equivalent on OGL and D3D.
>
> Does anyone read before replying? Code in HLSL (99% similar to Cg
> anyway) and use ATI's HLSL2GLSL.
>
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The problem with HLSL2GLSL is that it isn't dynamic like Cg is. They would
be stuck refreshing the GLSL every time. Now, if HLSL2GLSL could be adapted
to work like a dynamic code generator similar to Cg, then that's great! But
until then, I severely doubt Cg will be displaced anytime soon.
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