The series looks good to me. I'll add the r-b's and commit.
On 02/05/2013 10:42 AM, Stuart Abercrombie wrote: > 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 >>> >> >> > _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
