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@Triang3l Triang3l commented Oct 10, 2020

An inconvenient way to be honest, would be much better if this was a string in shader modules (like in DXBC, which isn't even really supposed to be emitted by anything but Microsoft's tools)… Xenia is an Xbox 360 emulator capable of running hundreds of commercial games, we are currently in the process of rewriting its Vulkan rendering backend, which includes a translator from ATI Xenos microcode to SPIR-V, plus emission of emulation-specific SPIR-V code (such as fragment shader interlock-based programmable pixel packing/blending). No references to the Xbox 360 or the Xenos made in the file or the commit message, so no potential trademark violation is done.

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CLAassistant commented Oct 10, 2020

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Triang3l commented Oct 10, 2020

Should I also register a SourceLanguage (I don't really want to do that because it's versioned, and I'm planning to require the minimum of 1.0), or is Unknown fine too? Not sure what to call it — it is a variant of GL_AMD_shader_binary_Z400, but GL_AMD_shader_binary_Z400 is used even for very different binaries for Adreno 3xx or later. Among ones currently somewhat used in not completely retrogaming contexts, could be SourceLanguageZ430, but has minor differences in texture fetch instructions from AMD Z430 (Adreno 200). SourceLanguageXenos? Though "GLSL", "ESSL" and "HLSL" cover a long history of changes too, so maybe SourceLanguageZ400 including all its variation is fine. However, SourceLanguageUnknown seems like the one raising the least questions, and doesn't include any possibly trademarked things (also considering it's a very rare and specific case, unlike GLSL, HLSL and C++ which are used everywhere).

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You are not required to register the source language.

@johnkslang johnkslang merged commit c43a43c into KhronosGroup:master Oct 12, 2020
@Triang3l Triang3l deleted the patch-1 branch October 12, 2020 19:07
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3 participants