[Mesa-dev] [PATCH shader-db] Drop Orbital Explorer shader.

Eero Tamminen eero.t.tamminen at intel.com
Wed Jun 28 09:24:33 UTC 2017


Hi,

On 27.06.2017 20:13, Chad Versace wrote:
> On Mon 26 Jun 2017, Eero Tamminen wrote:
>> On 22.06.2017 23:14, Chad Versace wrote:
>>> On Thu 22 Jun 2017, Chad Versace wrote:
>>>> On Thu 22 Jun 2017, Kenneth Graunke wrote:
>>>>> The author eventually emailed me and said that he considers it a
>>>>> "finished experiment" and said the rendering method (geometry shader
>>>>> based approach) is inefficient, and he intends to fully rewrite it
>>>>> someday.
>>>>
>>>> A total tangent... The author and I had lunch last week, where he
>>>> introduced me to a great mathy Android puzzle game. The game's puzzles
>>>> require you to make geometric constructions with a straight-edge and
>>>> compass in the minimum number of moves, à la Euclid.
>>>>
>>>> Euclidea <https://play.google.com/store/apps/details?id=com.hil_hk.euclidea&hl=en>
>>>
>>> Oh yeah, I almost forgot.
>>> Reviewed-by: Chad Versace <chadversary at chromium.org>
>>>
>>> This geometry shader of doom doesn't belong in shader-db.
>>
>> Should there be a separate repository for "doom" shaders, which can
>> be used to occasionally test valid, but corner-case code?
>>
>> With e.g. WebGL, drivers need to be robust against all kinds of weird
>> shaders, so collecting odd ones somewhere might not be a bad idea.
>
> I agree. It may be useful to maintain a repo of stress-test shaders.

Or just a special ("stress-test") directory in shader-db repo instead of 
its own repo?


	- Eero



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