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- HM Date: July 30, 2010 2:15:55 AM PDT
Subject: Re: [Public WebGL] maximum length of identifiers in WebGL GLSL
There's no limit on the length of identifiers. For ES2 there is a
rather poorly defined 'complexity' limit of shaders. I think for WebGL
it probably ought to be better defined, along with resource usage.
Rob.
On Jul 29, 2010, at 3:48 PM, Gregg Tavares (wrk) wrote:
On Thu, Jul 29, 2010 at 3:25 PM, Phil
Keslin <pkeslin@google.com>
wrote:
Its
not in the GLSL spec because its an implementation constant. See
ACTIVE_UNIFORM_MAX_LENGTH and ACTIVE_ATTRIBUTE_MAX_LENGTH in the
OpenGL/WebGL specs.
It's probably staring me in the face but I don't see maximum
lengths defined in the OpenGL ES spec either. ACTIVE_UNIFORM_MAX_LENGTH
and ACTIVE_ATTRIBUTE_MAX_LENGTH return the max length in the current
program, not any implementation max length.
- Phil
On Thu, Jul 29, 2010 at 3:11 PM, Gregg
Tavares (wrk) <gman@google.com>
wrote:
Do
we want to specify a maximum identifier length for WebGL GLSL?
I didn't see one in the GLSL spec. I was going to write a
test with really long identifiers (4meg) to see if I could find some
drivers that had problems with them but it might be better to just
require WebGL to enforce some maximum length. 64 chars? 128 chars? 256
chars which will make shaders less likely to fail on some drivers.
Thoughts?
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