[Piglit] [PATCH 08/16] glsl-1.40: Refector pass-through vertex shader out to its own file
Paul Berry
stereotype441 at gmail.com
Tue Aug 27 08:04:11 PDT 2013
On 26 August 2013 16:53, Ian Romanick <idr at freedesktop.org> wrote:
> On 08/26/2013 04:14 PM, Eric Anholt wrote:
>
>> Ian Romanick <idr at freedesktop.org> writes:
>>
>> From: Ian Romanick <ian.d.romanick at intel.com>
>>>
>>> Instead of replicating the same code over and over and over, just put it
>>> in one file that each shader test can reference.
>>>
>>
>> I've been meaning to kill "[vertex/fragment shader file]" support from
>> shader_runner for a while. :(
>>
>> What I don't like about it is that it scatters the information about a
>> particular test to more places, which shader_runner had helped reduce
>> significantly. And this feature is used very rarely -- looking at the
>> current list of tests using it, they mostly look like the first few
>> shader_runner tests we made.
>>
>> For the changes you wanted to do in this series, a sed job looks like it
>> would have been just fine.
>>
>
> I think it's not used much because most people don't know it's available.
> These are the (only?) cases where it's useful: you don't want to type the
> dummy, pass-through vertex shader over and over and over. Maybe we should
> replace it with a more limited "[vertex shader passthrough]" option?
>
FWIW the reason I don't use it isn't because I don't know it's available.
It's because when writing a test, it feels easier for me to just pound out
the dummy pass-through vertex shader rather than to go hunt around nearby
directories to find the shader I want. I also find it slightly easier to
code review others' shader tests if they don't use this feature, because it
means I can completely understand the shader test in isolation, and I don't
feel compelled to double-check that the file they're referring to actually
exists (and does what it claims).
I like the idea of a "[vertex shader passthrough]" option--it would neatly
address both of the reasons why I don't currently use [vertex shader file].
However, I don't have terribly strong opinions about this stuff. If you
want to just leave the series as is, that's fine by me as well.
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