Re: [Mesa-dev] Submitting more shaders to shader-db?

2015-01-04 Thread Kenneth Graunke
On Sunday 04 January 2015 09:36:40 Aras Pranckevicius wrote:
 Hi,
 
 I noticed some GLSL related discussions talk My shader-db is dominated by
 TF2, DOTA2, Portal, Brutal Legend and Dungeon Defenders. Maybe
 non-Source-engine
 games show some benefit from this series?
 
 Now, shader-db that I can find is this:
 http://cgit.freedesktop.org/mesa/shader-db/tree/shaders - and it seems to
 have very few shaders.

That's unfortunately true.  The public repository contains the tools we use, 
and shaders from programs whose license allows us to freely redistribute them.

Most shaders aren't freely redistributable (i.e. you have to buy the game, and 
even then scraping their shaders is kind of sketchy), so we can't include them 
there.  We keep those in a separate, hidden repository.

 Is it possible to submit more shaders into whatever shader-db is typically
 used by Mesa developers to test compiler optimizations on? I could package
 up some built-in shaders from Unity 4 / Unity 5 (which end up being used in
 a many, many Unity games), in the format expected by shader-db, and under
 whatever license is needed.
 
 Would that be useful, and if so, what are the steps to get there?

Absolutely!  We'd love to expand it.

You can just run a program that compiles the shaders with MESA_GLSL=dump and 
email me the output.  (MESA_GLSL=dump ./yourapp  log_to_be_emailed)

I can run that through split-to-files.py to get shaders in the proper format.

If you'd like them included in the public repository, I'll also need a license 
header saying that the shaders are freely redistributable.

--Ken
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Re: [Mesa-dev] Submitting more shaders to shader-db?

2015-01-04 Thread Aras Pranckevicius
On Sun, Jan 4, 2015 at 10:20 AM, Kenneth Graunke kenn...@whitecape.org
wrote:
 On Sunday 04 January 2015 09:36:40 Aras Pranckevicius wrote:
  Is it possible to submit more shaders into whatever shader-db is
typically
  used by Mesa developers to test compiler optimizations on? I could
package
  up some built-in shaders from Unity 4 / Unity 5 (which end up being
used in
  a many, many Unity games), in the format expected by shader-db, and
under
  whatever license is needed.
  Would that be useful, and if so, what are the steps to get there?

 Absolutely!  We'd love to expand it.
 You can just run a program that compiles the shaders with MESA_GLSL=dump
and
 email me the output.  (MESA_GLSL=dump ./yourapp  log_to_be_emailed)

Since I don't even have a Linux box nearby, it would be way easier for me
to change Unity source code to dump the shaders into the right format
directly, and do it from a Mac (Linux Unity game builds use exactly the
same shaders anyway).


 If you'd like them included in the public repository, I'll also need a
license
 header saying that the shaders are freely redistributable.

MIT or BSD would be fine with me; are they ok for public shader-db?



--
Aras Pranckevičius
work: http://unity3d.com
home: http://aras-p.info
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[Mesa-dev] Submitting more shaders to shader-db?

2015-01-03 Thread Aras Pranckevicius
Hi,

I noticed some GLSL related discussions talk My shader-db is dominated by
TF2, DOTA2, Portal, Brutal Legend and Dungeon Defenders. Maybe
non-Source-engine
games show some benefit from this series?

Now, shader-db that I can find is this:
http://cgit.freedesktop.org/mesa/shader-db/tree/shaders - and it seems to
have very few shaders.

Is it possible to submit more shaders into whatever shader-db is typically
used by Mesa developers to test compiler optimizations on? I could package
up some built-in shaders from Unity 4 / Unity 5 (which end up being used in
a many, many Unity games), in the format expected by shader-db, and under
whatever license is needed.

Would that be useful, and if so, what are the steps to get there?


-- 
Aras Pranckevičius
work: http://unity3d.com
home: http://aras-p.info
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