So is this OK to go in? Stuart
On Fri, Feb 1, 2013 at 3:26 PM, Stuart Abercrombie <[email protected]>wrote: > Re-adding the list I removed by mistake. > > I agree we might end up with cases where we want to have a different > #version, but my assumption is that this would be the exception rather than > the norm. We can add an override for inserting some other version later if > this becomes useful. > > I just want to avoid explicit #version directives unnecessarily tying > tests to a particular API, as they do right now. I can't see a good way to > stop this happening except by making #version directives only appear in the > shader source as the result of a more intentional decision than directly > including them in the shaders. > > Stuart > > On Fri, Feb 1, 2013 at 10:29 AM, Tom Gall <[email protected]> wrote: > >> Hi Stuart, >> >> I like your plan. >> >> On Fri, Feb 1, 2013 at 10:48 AM, Stuart Abercrombie >> <[email protected]> wrote: >> > The aim in my mind is definitely commonality. I want to exploit that >> > reusabilty. >> > >> > The change I made recently to the GLSL ES requirement syntax, and >> really the >> > goal of a lot of what I've been doing, was to allow specification of >> > different GLSL versions for regular and ES GL in the same file. That's >> not >> > there yet, but I think it should be fairly simple to do. >> > >> > My plan is: >> > >> > 1. Ensure we have GLSL requirements everywhere (for now, either GLSL or >> GLSL >> > ES, but not both). >> >> Least for the GLSL ES case it's pretty nonexistent least for the one >> testcase in tree and the boatload I'm sitting on. >> >> > 2. Remove explicit #version directives from all shader_test files and >> ban >> > them in shader_runner. They will then always be inserted by >> shader_runner >> > based on the GLSL requirement. >> >> I'm not sure that #version should always be inserted. After all I can >> see situations where for a glsl 1.10 testcase, you would want to run >> that same code on a newer version of glsl. >> >> > 3. Change shader_runner to understand simultaneous GLSL and GLSL ES >> > requirements, and insert the relevant #version directive depending on >> the >> > API in use. >> >> Yup! >> >> > Does this seem reasonable? I think we're pursuing the same goal. >> >> It sure does and I'm very glad to hear it. >> >> > Stuart >> >> <snip> >> >> -- >> Regards, >> Tom >> >> "Where's the kaboom!? There was supposed to be an earth-shattering >> kaboom!" Marvin Martian >> Tech Lead, Graphics Working Group | Linaro.org │ Open source software >> for ARM SoCs >> w) tom.gall att linaro.org >> h) tom_gall att mac.com >> > >
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