Re: [Mesa-dev] [PATCH v3] compiler/glsl: invalidate float suffixes for glsl 1.10

2016-03-31 Thread Lars Hamre
Hi Ian and Roland, I am new to mesa development, so please bare with my questions: - Is there some protocol for testing against the private shader-db? (I assume private means I don't have access) - Would the person checking PlaneShift be someone who owns the game and can test it against mesa

Re: [Mesa-dev] [PATCH v3] compiler/glsl: invalidate float suffixes for glsl 1.10

2016-03-31 Thread Roland Scheidegger
Am 31.03.2016 um 04:17 schrieb Ian Romanick: > Arg. :( > > It turns out that shaders in the game PlaneShift use float suffixes in > GLSL 1.10 shaders... at least the version of the shaders in our private > shader-db repo do. Once some one check to make sure the game still does > this, we will nee

Re: [Mesa-dev] [PATCH v3] compiler/glsl: invalidate float suffixes for glsl 1.10

2016-03-30 Thread Ian Romanick
Arg. :( It turns out that shaders in the game PlaneShift use float suffixes in GLSL 1.10 shaders... at least the version of the shaders in our private shader-db repo do. Once some one check to make sure the game still does this, we will need some sort of patch. I see two likely options. 1. Just

Re: [Mesa-dev] [PATCH v3] compiler/glsl: invalidate float suffixes for glsl 1.10

2016-03-29 Thread Kenneth Graunke
On Monday, March 28, 2016 8:42:14 PM PDT Lars Hamre wrote: > NOTE: someone with access will need to commit this patch after the > review process > > v2: modify error message > v3: parse the float instead of returning an ERROR_TOK > > Invalidates float suffixes for glsl 1.10 > > Fixes the f

[Mesa-dev] [PATCH v3] compiler/glsl: invalidate float suffixes for glsl 1.10

2016-03-28 Thread Lars Hamre
NOTE: someone with access will need to commit this patch after the review process v2: modify error message v3: parse the float instead of returning an ERROR_TOK Invalidates float suffixes for glsl 1.10 Fixes the following piglit tests: tests/spec/glsl-1.10/compiler/literals/invalid-float-s