[Public WebGL] WEBGL_debug_shader_precision extension proposal

Florian Bösch [email protected]
Tue Nov 11 14:19:20 PST 2014


What's wrong with it is that it does not allow you to isolate an issue with
any of your shader code buried in use somewhere in your application.

On Tuesday, November 11, 2014, Mark Callow <[email protected]> wrote:

>
> > On Nov 12, 2014, at 6:20 AM, Jeff Gilbert <[email protected]
> <javascript:;>> wrote:
> >
> >
> > I think it's a bad idea to allow toggling after compilation. If you
> changed the setting afterwards and want it applied retroactively, we'd have
> to go back, re-translate, and recompile the shader. Shader recompilation is
> strongly out of vogue, so avoid it if possible.
>
> I agree, no recompilation.
>
> >
> > ----- Original Message -----
> > From: "Olli Etuaho" <[email protected] <javascript:;>>
> >
> > ... So I do still think that a #pragma directive is the simplest and
> most preferable option.
> >
>
> I think having to modify the shaders makes testing and debugging
> unnecessarily difficult. What’s wrong with an API toggle that applies to
> all *subsequent* calls to compileShader?
>
> Regards
>
>     -Mark
>
>
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