Abstract
Latest 3D graphics libraries, including OpenGL and OpenGL ES, provide programmable rendering pipelines. These programmable pipelines naturally requires special-purpose programming languages. It is so called OpenGL Shading Language in the case of OpenGL. In this paper, we show a new compact design scheme for the implementation of OpenGL SL offline compilers. This scheme is used for our OpenGL SL offline compiler prototype implementation. Our implementation shows feasibility and correctness with respect to the standard specification.
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Acknowledgements
This research was supported by Basic Science Research Program through the National Research Foundation of Korea (NRF) funded by the Ministry of Education, Science and Technology (Grant 2016R1D1A3B03935488).
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Baek, N., Kim, K.J. Prototype implementation of the OpenGL ES 2.0 shading language offline compiler. Cluster Comput 22 (Suppl 1), 943–948 (2019). https://doi.org/10.1007/s10586-017-1113-z
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DOI: https://doi.org/10.1007/s10586-017-1113-z