my 3d engine is at a point where several decisions have to be made (which is also the reason for my shadow thread), so I guess I will ask some questions regarding this in the next time. One of the is this one.
The program uses ARB_vertex_program and NV_fragment_program for rendering, and I would like to stick with that… but as glSlang seems to be more fashionable, how future-proof are these extensions? Will everything be converted to glslang or will new hardware features (i.e., capabilities of vertex/fragment shaders) also be accessible from those assembler-style extensions?
Another little bit, for performance reasons, I use NV_fragment_program instead of ARB_fragment_program (and will probably change vertex program to use that, too), thus sacrificing the ability to use ati hardware. I guess with geforce 6, this will no longer be neccessary?
Another point on that, if the ARB approved way of vertex and fragment programs (ARB_…) is slower than the NV_ way of doing this (when using the high precision registers), I guess this will also apply to glslang? So on geforce fx, apart from the fact that they do not support glslang at the moment anyway (afaik), NV_… will still be faster?