KhronosGroup / KhronosGroup/glslang
Hope the GLSL programming language supports Unicode identifiers.
- Dominant language
- C++
- Stars
- 3.6k
- Forks
- 989
- Avg merge
- 1d 2h
- Merged PRs (30d)
- 31
Description
According to the GLSL syntax specification, [identifiers are only allowed to use ASCII characters (a-z, A-Z, 0-9, _)](https://docs.vulkan.net.cn/glsl/latest/chapters/basics.html),
but I think this rule for naming identifiers is too strict and not friendly for the internationalization of programming languages, especially for non-English native users, particularly East Asian users.
Languages like C/C++, C#, Python, Java, JavaScript, Rust, and so on all allow using characters outside of ASCII to name tokens. Especially WGSL, which is also a shader language, but [WGSL follows the Unicode Standard Annex #31 specification.](https://gpuweb.github.io/gpuweb/wgsl/#identifiers)
So, I hope GLSL shader language can relax the restrictions on token characters and come up with a new language specification that follows the UAX #31 standard.
Contributor guide
Research direction
The issue names no repository files, tests, or entry points. Start with the linked GLSL identifier syntax specification and WGSL's UAX #31 reference; a concrete implementation path and acceptance tests are not defined.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- compilers
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100