Re: Code doesn't run on amd/ati hardware

"Mike C. Fletcher" <[email protected]> Wed, 16 Jan 2013 09:35:49 -0500
Newsgroups gmane.comp.python.opengl.user
Message-ID <[email protected]>
On 13-01-15 01:43 PM, Tomasz WesoĊ‚owski wrote:
> On 15 January 2013 18:21, Mike C. Fletcher <[email protected]> wrote:
>> My understanding is that implementations are free to parse each element
>> within the set as a separate set of statements, while some
>> implementations decide to concat the whole and then parse it.  Thus some
>> implementations (Intel) will accept a shader which is passed as a string
>> (which gets turned into N single-character strings), while others (ATI)
>> demand that each fragment be a valid set of statements in GLSL.
> Hmm. I have written a script to check that and I confirm that AMD is
> also okay with keeping statements (or even tokens) span through
> several shader strings.
You seem to be correct that the strings are working if they are split, 
even within a single token (i.e. that the parser is (loosely speaking) 
concat-ing the strings before parsing)... which begs the question of why 
the single character strings weren't working. Weird.

I don't actually have any machines with Nvidia or Intel, so I'm afraid I 
can't help with that testing.

I do like the idea of the independent test context decorator, so I've 
added one to the pyopengl/tests directory (using raw Pygame).

Enjoy,
Mike

-- 
________________________________________________
   Mike C. Fletcher
   Designer, VR Plumber, Coder
   http://www.vrplumber.com
   http://blog.vrplumber.com


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