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From: bugzilla-daemon@freedesktop.org
To: dri-devel@lists.freedesktop.org
Subject: [Bug 63579] Savage 2 Edges render white [r600g]
Date: Wed, 17 Apr 2013 20:52:30 +0000	[thread overview]
Message-ID: <bug-63579-502-0Up5wQjYoS@http.bugs.freedesktop.org/> (raw)
In-Reply-To: <bug-63579-502@http.bugs.freedesktop.org/>


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https://bugs.freedesktop.org/show_bug.cgi?id=63579

--- Comment #16 from Ian Romanick <idr@freedesktop.org> ---
(In reply to comment #15)
> Thanks for the clarification, but I'm still not entirely convinced.
> 
> I agree that this per-spec for OpenGL ES 3.0 (although I'm a bit
> disappointed that the ES3-group missed that we in the ES2-group had made it
> easy for you by requiring #version to be the first bytes, if present), and
> that there are spec-justification to rejecting the shader in question to
> compile (due to the character being outside of the character set). And I
> think we both agree that doing the latter would be a bad idea.
> 
> But I don't agree that this is per-spec for OpenGL nor OpenGL ES 2.0. It's
> the ratified spec that is the standard, not whatever discussions were held
> during the meeting. And even though you have a large collection of shaders
> that does not use it, I don't think breaking existing (unknown) applications
> is a good idea. How many shaders besides syntetic glsparsertest-shaders
> requires line-continuation to work correctly? My guess would be zero;
> shaders like these would not compile on AMD, NVIDIA, nor Intel's Windows
> drivers. I've just tested the latter. So apparently, Mesa is the only major
> OpenGL implementation that currently implements this.

They all support it in preprocessor directives.  We verified this in 2010 when
we added that level of support back.  As I said before, we've encountered
shaders in games that use line continuation for multi-line macros.

#define foo(a, b) \
    do { \
        b = bar(a); \
    } while(0)

Making the support general (instead of just for preprocessor directives)
simplified the code greatly.  Since I'm responsible for maintaining this code
base as my job, that's a strong incentive for me.

> By the way, the WebGL conformance tests also checks that line continuation
> does not work. So there are at least two known, publically available shaders
> that depends on no line-continuation to work. Of course, the latter is
> synthetic, but at least it's based on wording in a specification.

I'm not going to add complexity or overhead to the preprocessor for this case. 
If WebGL tests non-continuation behavior, we can add the browsers to the
workaround list.

> I'm not trying to be a pain here, I just think you're pushing for a
> direction that just leads to even more fragmentation and pain.

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  parent reply	other threads:[~2013-04-17 20:52 UTC|newest]

Thread overview: 24+ messages / expand[flat|nested]  mbox.gz  Atom feed  top
2013-04-16  0:56 [Bug 63579] New: Savage 2 Edges render white [r600g] bugzilla-daemon
2013-04-16  0:57 ` [Bug 63579] " bugzilla-daemon
2013-04-16  0:58 ` bugzilla-daemon
2013-04-16  0:59 ` bugzilla-daemon
2013-04-16  2:11 ` bugzilla-daemon
2013-04-16  3:04 ` bugzilla-daemon
2013-04-16  3:37 ` bugzilla-daemon
2013-04-16  3:43 ` bugzilla-daemon
2013-04-16  4:37 ` bugzilla-daemon
2013-04-16  7:20 ` bugzilla-daemon
2013-04-16 17:25 ` bugzilla-daemon
2013-04-16 19:06 ` bugzilla-daemon
2013-04-17  8:32 ` bugzilla-daemon
2013-04-17 17:03 ` bugzilla-daemon
2013-04-17 17:10 ` bugzilla-daemon
2013-04-17 18:13 ` bugzilla-daemon
2013-04-17 18:51 ` bugzilla-daemon
2013-04-17 20:03 ` bugzilla-daemon
2013-04-17 20:52 ` bugzilla-daemon [this message]
2013-04-17 21:19 ` bugzilla-daemon
2013-04-17 21:38 ` bugzilla-daemon
2013-05-18  2:41 ` bugzilla-daemon
2013-05-18 12:37 ` bugzilla-daemon
2019-09-18 19:02 ` bugzilla-daemon

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