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Fwd: [Public WebGL] maximum length of identifiers in WebGL GLSL



Forwarding back to list.

- HM

From: "Robert J. Simpson" <robert.simpson190@gmail.com>
Date: July 30, 2010 2:15:55 AM PDT
To: Hans-Martin Will <hmwill@me.com>
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?