From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 63579] Savage 2 Edges render white [r600g] Date: Wed, 17 Apr 2013 20:52:30 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1431166582==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id E0F17E5C0C for ; Wed, 17 Apr 2013 13:52:29 -0700 (PDT) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org Errors-To: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============1431166582== Content-Type: multipart/alternative; boundary="1366231949.73A27C6B0.26278"; charset="us-ascii" --1366231949.73A27C6B0.26278 Date: Wed, 17 Apr 2013 20:52:29 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" https://bugs.freedesktop.org/show_bug.cgi?id=63579 --- Comment #16 from Ian Romanick --- (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. -- You are receiving this mail because: You are the assignee for the bug. --1366231949.73A27C6B0.26278 Date: Wed, 17 Apr 2013 20:52:29 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 16 on bug 63579 from
(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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