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

Nicolai Hähnle nhaehnle at gmail.com
Wed Jun 28 09:44:30 UTC 2017


On 28.06.2017 11:24, Eero Tamminen wrote:
> 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?

That seems wise.

Cheers,
Nicolai


> 
> 
>      - Eero
> 
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