[Piglit] [PATCH 3/3] Make shader_runner require [require] and GLSL version requirement.

Stuart Abercrombie sabercrombie at google.com
Tue Feb 5 10:42:05 PST 2013


So is this OK to go in?

Stuart


On Fri, Feb 1, 2013 at 3:26 PM, Stuart Abercrombie
<sabercrombie at google.com>wrote:

> Re-adding the list I removed by mistake.
>
> I agree we might end up with cases where we want to have a different
> #version, but my assumption is that this would be the exception rather than
> the norm.  We can add an override for inserting some other version later if
> this becomes useful.
>
> I just want to avoid explicit #version directives unnecessarily tying
> tests to a particular API, as they do right now.  I can't see a good way to
> stop this happening except by making #version directives only appear in the
> shader source as the result of a more intentional decision than directly
> including them in the shaders.
>
> Stuart
>
> On Fri, Feb 1, 2013 at 10:29 AM, Tom Gall <tom.gall at linaro.org> wrote:
>
>> Hi Stuart,
>>
>> I like your plan.
>>
>> On Fri, Feb 1, 2013 at 10:48 AM, Stuart Abercrombie
>> <sabercrombie at google.com> wrote:
>> > The aim in my mind is definitely commonality.  I want to exploit that
>> > reusabilty.
>> >
>> > The change I made recently to the GLSL ES requirement syntax, and
>> really the
>> > goal of a lot of what I've been doing, was to allow specification of
>> > different GLSL versions for regular and ES GL in the same file.  That's
>> not
>> > there yet, but I think it should be fairly simple to do.
>> >
>> > My plan is:
>> >
>> > 1. Ensure we have GLSL requirements everywhere (for now, either GLSL or
>> GLSL
>> > ES, but not both).
>>
>> Least for the GLSL ES case it's pretty nonexistent least for the one
>> testcase in tree and the boatload I'm sitting on.
>>
>> > 2. Remove explicit #version directives from all shader_test files and
>> ban
>> > them in shader_runner.  They will then always be inserted by
>> shader_runner
>> > based on the GLSL requirement.
>>
>> I'm not sure that #version should always be inserted. After all I can
>> see situations where for a glsl 1.10 testcase, you would want to run
>> that same code on a newer version of glsl.
>>
>> > 3. Change shader_runner to understand simultaneous GLSL and GLSL ES
>> > requirements, and insert the relevant #version directive depending on
>> the
>> > API in use.
>>
>> Yup!
>>
>> > Does this seem reasonable?  I think we're pursuing the same goal.
>>
>> It sure does and I'm very glad to hear it.
>>
>> > Stuart
>>
>> <snip>
>>
>> --
>> Regards,
>> Tom
>>
>> "Where's the kaboom!? There was supposed to be an earth-shattering
>> kaboom!" Marvin Martian
>> Tech Lead, Graphics Working Group | Linaro.org │ Open source software
>> for ARM SoCs
>> w) tom.gall att linaro.org
>> h) tom_gall att mac.com
>>
>
>
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