On Tue, 2009-01-06 at 04:26 -0800, PLUG GULP wrote:
> I think if it is limited to using EC++ then that will act as a guideline too.
> 
> ~Plug.
> 
> On Tue, Jan 6, 2009 at 12:33 AM, Zack Rusin <za...@vmware.com> wrote:
> > On Monday 05 January 2009 17:23:40 Ian Romanick wrote:
> >> 2. Linking with C++ libraries causes problems with applications.
> >>
> >> So far, a fair portion of my GLSL compiler work has been re-creating a
> >> C++-like object heirarchy and management system.  Frankly, the code
> >> would be much better (for all definitions of better) if I could just
> >> use C++.
> >>
> >> Has issue #2 been resolved?  I recall that, for example, if ID's
> >> Quake3 binary dynamically linked with a library that dynamically
> >> linked with a different version of libstdc++, it would explode.  Is
> >> that still the case?  If this is still a problem, will it affect LLVM
> >> usage in Mesa?
> >
> > LLVM is a bunch of static libs so we can easily impose stdc++ version on 
> > them
> > that Mesa would be fine with. So LLVM will be ok.
> > If different versions of stdc++ are a worry, I'd suggest writing a super 
> > simple
> > GL app that links to libstdc++5 and then link GL to libstdc++6 and seeing 
> > what
> > happens (even if it burns I honestly think that a disclaimer saying that 10
> > year old apps that link to libstdc++5 won't work with newest Mesa without
> > recompiling is not a huge issue)
> > Oh, and from what you wrote it sounds like, at least right now, you don't 
> > need
> > stdc++.


Unfortunately LLVM is C++ so it's harder to argue that we should exclude
it.  But I still think we should, mainly because C++ usage always
spirals out of control into the nastiest steaming pile of poo.
Everybody always says "oh, of course it can be bad, but we'll stick to a
lovely subset that is purest gold, it'll make life so good, and we'll
never, never up the dosage".  

But it's a drug that addles the mind, and like it or not, once you start
you're hooked.  One day it's a little operator overloading, the next
it's some eminently reasonable STL usage, and before you know it,
there's all sorts of shit all over the place and no way to escape.

Ultimately, what matters is containment.  If the usage is restricted to
the GLSL compiler module, and that module has a clean interface which is
expressed in pure C functions and structs, then nobody can complain too
much.  We've successfully ignored some nasty stuff down there before.

Keith




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