Compilation Status

Is there a way to determine whether a Shader will be executed in software or hardware besides sniffing the log? The log files are not standardized so it seems dodgy to parse them looking for software/hardware status.

I ask this because the X3D spec team is considering a fallback specification which allows content to specify multiple shaders for an object(performance LOD like), it will execute the one which works in hardware on the client box.

Does anyone know a way to do this, or current openGL spec work solving this issue?

The current speficiation of GLSL does not include a way to determine if a shader runs in hardware or in software. Some vendors write this information into the compilation log but as you say this is not standardized.

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