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 21:19:00 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0320775735==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 368B4E5E08 for ; Wed, 17 Apr 2013 14:19:00 -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 --===============0320775735== Content-Type: multipart/alternative; boundary="1366233540.Fbf1CB260.30469"; charset="us-ascii" --1366233540.Fbf1CB260.30469 Date: Wed, 17 Apr 2013 21:19:00 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" https://bugs.freedesktop.org/show_bug.cgi?id=63579 --- Comment #17 from Erik Faye-Lund --- (In reply to comment #16) > (In reply to comment #15) > > Thanks for the clarification, but I'm still not entirely convinced. > > > > 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) That might very well be the case. But this ticket is not about line continuation in pre-processor directives. My test were in comments, as is the issue with this ticket. And none of them implementations listed above supports them in comments before a "#version 420" statement (if supported at all). > 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. I'm sorry if this is a bit blunt, but wow. That's one of the least appealing arguments I've heard in a long time. Not only is someone paying you for your time, you think that's a *justification* for not supporting the standard? That's pretty much the oppositte of how this usually works. So, as a paying customer of Intel, where would I file a bug-report that Intel will deal with in a responsible way? > > 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. Fair enough. At least when considered in isolation. -- You are receiving this mail because: You are the assignee for the bug. --1366233540.Fbf1CB260.30469 Date: Wed, 17 Apr 2013 21:19:00 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 17 on bug 63579 from
(In reply to comment #16)
> (In reply to comment #15)
> > Thanks for the clarification, but I'm still not entirely convinced.
> > 
> > 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)

That might very well be the case. But this ticket is not about line
continuation in pre-processor directives. My test were in comments, as is the
issue with this ticket. And none of them implementations listed above supports
them in comments before a "#version 420" statement (if supported at all).

> 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.

I'm sorry if this is a bit blunt, but wow. That's one of the least appealing
arguments I've heard in a long time. Not only is someone paying you for your
time, you think that's a *justification* for not supporting the standard?
That's pretty much the oppositte of how this usually works.

So, as a paying customer of Intel, where would I file a bug-report that Intel
will deal with in a responsible way?

> > 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.

Fair enough. At least when considered in isolation.


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