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
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
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
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
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