On Mon 26 Jun 2017, Eero Tamminen wrote: > Hi, > > On 22.06.2017 23:14, Chad Versace wrote: > > On Thu 22 Jun 2017, Chad Versace wrote: > > > On Thu 22 Jun 2017, Kenneth Graunke wrote: > > > > The author eventually emailed me and said that he considers it a > > > > "finished experiment" and said the rendering method (geometry shader > > > > based approach) is inefficient, and he intends to fully rewrite it > > > > someday. > > > > > > A total tangent... The author and I had lunch last week, where he > > > introduced me to a great mathy Android puzzle game. The game's puzzles > > > require you to make geometric constructions with a straight-edge and > > > compass in the minimum number of moves, à la Euclid. > > > > > > Euclidea > > > <https://play.google.com/store/apps/details?id=com.hil_hk.euclidea&hl=en> > > > > Oh yeah, I almost forgot. > > Reviewed-by: Chad Versace <chadvers...@chromium.org> > > > > This geometry shader of doom doesn't belong in shader-db. > > Should there be a separate repository for "doom" shaders, which can > be used to occasionally test valid, but corner-case code? > > With e.g. WebGL, drivers need to be robust against all kinds of weird > shaders, so collecting odd ones somewhere might not be a bad idea.
I agree. It may be useful to maintain a repo of stress-test shaders. _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev