Open Geof23 opened 3 years ago
Thanks for your feedback! If I understand you correctly you suggest to integrate the C++ Glslang component into the extension. I think this is indeed a good way to move forward, but also a major undertaking so it will probably take some time till I have finished a stable version.
Hey Daniel and everybody --
I think this is a really nice VS extension for something I've been really wanting lately. I found this and added it to my tools. The syntax highlighting is great, and autocomplete too! I thought you were a little closer to 'go to definition' stuff, but really, it's not far off at all. Could probably build a dictionary from the
glsl
('ast') output (in the compilation step that's needed for every unit already, obviously), maybe using debug info (which is a compiler option) to source symbols to file/linenosI'm wondering if:
#includes
is really needed (when you've got something likeglslangValidator
dialed in). This project should be able to consume all the flavors as they're used in the wildI dug in a bit, because I had the impression that I was missing the symbol lookup functionality only because in my installation of
GLSL language integration
, my added compiler wasn't set up correctly. I did manage to get my 'external' to behave pretty well, despite several (potentially troublesome) included c++ headers in my.rgen
s and such (but making it work did require adding one or two strategic #defines to the command line).Khronos has this little gem, with a complete
glsl
front-end andspir-v
generator (https://github.com/KhronosGroup/glslang) that could possibly work as a submoduleAnyway, this is an awesome VS integration, and I'm sure will become even more helpful for bringing shader development out of the dark ages