On Fri, Nov 25, 2016 at 3:43 PM, Kenneth Graunke wrote:
> On Friday, November 25, 2016 3:19:57 PM PST Rob Clark wrote:
>> no worries.. I can keep the reverts locally (it is marginally easier
>> than rebuilding glmark2 and I only really care until I get far enough
>> with
On Friday, November 25, 2016 3:19:57 PM PST Rob Clark wrote:
> no worries.. I can keep the reverts locally (it is marginally easier
> than rebuilding glmark2 and I only really care until I get far enough
> with $new_hw to advertise desktop gl 2.0+.. otherwise I wouldn't be
> using glmark2-es)
>
>
no worries.. I can keep the reverts locally (it is marginally easier
than rebuilding glmark2 and I only really care until I get far enough
with $new_hw to advertise desktop gl 2.0+.. otherwise I wouldn't be
using glmark2-es)
BR,
-R
On Fri, Nov 25, 2016 at 3:10 PM, Ian Romanick
When I have a computer in front of me, I can look it up, but the GLSL ES
1.00 spec is quite clear on the topic. There was a bug a couple months ago
where we discussed this to death.
On November 25, 2016 9:44:10 AM Rob Clark wrote:
hmm, that is annoying.. but is it
hmm, that is annoying.. but is it required for gles2 as well? or just
glsl 300+ shaders?
maybe if CTS wasn't required in gles2 days, that is why ever other
driver let it slide..
BR,
-R
On Fri, Nov 25, 2016 at 12:39 PM, Ian Romanick wrote:
> The glmark tests are broken
The glmark tests are broken and not our problem. The spec has always
required that precision qualifiers match. This patch is required to pass
conformance. We absolutely cannot revert it.
On November 25, 2016 6:37:47 AM Rob Clark wrote:
hmm, actually looks like we need
Hi,
Please look at:
https://github.com/glmark2/glmark2/issues/25
https://bugs.freedesktop.org/show_bug.cgi?id=97532
https://bugs.freedesktop.org/show_bug.cgi?id=97804
- Eero
On 25.11.2016 16:37, Rob Clark wrote:
hmm, actually looks like we need to revert
hmm, actually looks like we need to revert
259fc505454ea6a67aeacf6cdebf1398d9947759 ("glsl/linker: Fail linking
on ES if uniform precision qualifiers don't match") too
On Fri, Nov 25, 2016 at 9:32 AM, Rob Clark wrote:
> fwiw, issue is that a bunch (all) have "precision
fwiw, issue is that a bunch (all) have "precision mediump float;" in
frag shader, and list some uniforms in both frag and vert shader. I'm
not a spec lawyer, but pretty sure we should allow that.
note that these are all gles2 shaders (not glsl 300 or 310)
BR,
-R
On Fri, Nov 25, 2016 at 9:30
This breaks a whole bunch of gles2 glmark2 "tests"..
This reverts commit b50b82b8a553f93b4ee9ace734e4c53d5a388a35.
---
src/compiler/glsl/link_interface_blocks.cpp | 7 ++-
src/compiler/glsl/linker.cpp| 10 +-
2 files changed, 3 insertions(+), 14 deletions(-)
diff
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