On Mon, 02 Jan 2017 15:50:28 +0000 Mike Blumenkrantz
<[email protected]> said:

> Hi,
> 
> I am not sure that "Tizen 3.0" is a valid test plan for our purposes. If a
> fix is submitted upstream, I think it makes sense to also submit a
> corresponding test to verify that the issue is solved and does not recur in
> the future.

i'm not so sure that "test plan" is worth paying attention to...

BUT... "for every bug you fix with an @fix as it was an existing bug in a
release, provide a test case to check for the bug so it doesn't come back" is
what i think you are getting at.

at this stage that'd raise the cost of doing bug fixes a LOT. i think we need
to improve our testing harness first - e.g. a thread a few weeks back about
this. we need a far simpler way to put tests together. we also need good
"template" harnesses - e.g. a raw evas canvas test that sets up a canvas with
some default state (a white, pink, blue, green rect background or transparent)
then you can do things like:

code1();
code2();
CHECK(); 
code3();
code4();
code5();
CHECK(); 
code6();
...

which would force manual renders of the state at the time when you CHECK(); and
save an image and compare against a known good one (stored in tree) etc. etc.
as well as just drop that test into a dir without having to modify makefiles
and thus basically do a full rebuild (autogen etc.) just to begin to do testing.

before we start making rules like this - we should get our testing harness into
an optimal state.

> Thoughts?
> 
> On Mon, Jan 2, 2017 at 2:44 AM Minkyoung Kim <[email protected]> wrote:
> 
> > jpeg pushed a commit to branch master.
> >
> >
> > http://git.enlightenment.org/core/efl.git/commit/?id=40e9da0101e2c9afb6f823c7b21c02a011cc5300
> >
> > commit 40e9da0101e2c9afb6f823c7b21c02a011cc5300
> > Author: Minkyoung Kim <[email protected]>
> > Date:   Mon Jan 2 15:29:48 2017 +0900
> >
> >     Evas GL:Bind texture to correct one.
> >
> >     Summary:
> >     If user bind textureA and want to use it continuously, do not call
> > glBindTexture(textureA) again.
> >     But expect that textureA will be binding.
> >     So EvasGL sould not change binded texture silently.
> >     Restore texture to previous bound one after allocating new texture.
> >     And when destroy texture, reset texture to 0 if it is current bound
> > texture.
> >
> >     Test Plan: Tizen 3.0
> >
> >     Reviewers: wonsik, dkdk, cedric, jpeg
> >
> >     Reviewed By: jpeg
> >
> >     Differential Revision: https://phab.enlightenment.org/D4524
> > ---
> >  src/modules/evas/engines/gl_common/evas_gl_core.c | 9 ++++++++-
> >  1 file changed, 8 insertions(+), 1 deletion(-)
> >
> > diff --git a/src/modules/evas/engines/gl_common/evas_gl_core.c
> > b/src/modules/evas/engines/gl_common/evas_gl_core.c
> > index 14d17f6..8292b5c 100644
> > --- a/src/modules/evas/engines/gl_common/evas_gl_core.c
> > +++ b/src/modules/evas/engines/gl_common/evas_gl_core.c
> > @@ -234,19 +234,26 @@ _texture_allocate_2d(GLuint tex, GLint ifmt, GLenum
> > fmt, GLenum type, int w, int
> >  {
> >     //if (!(*tex))
> >     //   glGenTextures(1, tex);
> > +   GLint curr_tex = 0;
> > +   glGetIntegerv(GL_TEXTURE_BINDING_2D, &curr_tex);
> > +
> >     glBindTexture(GL_TEXTURE_2D, tex);
> >     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> >     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
> >     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
> >     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
> >     glTexImage2D(GL_TEXTURE_2D, 0, ifmt, w, h, 0, fmt, type, NULL);
> > -   glBindTexture(GL_TEXTURE_2D, 0);
> > +   glBindTexture(GL_TEXTURE_2D, (GLuint)curr_tex);
> >  }
> >
> >  // Destroy Texture
> >  static void
> >  _texture_destroy(GLuint *tex)
> >  {
> > +   GLint curr_tex = 0;
> > +   glGetIntegerv(GL_TEXTURE_BINDING_2D, &curr_tex);
> > +
> > +   if ((GLuint)curr_tex == *tex) glBindTexture(GL_TEXTURE_2D, 0);
> >     if (*tex)
> >       {
> >          glDeleteTextures(1, tex);
> >
> > --
> >
> >
> >
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-- 
------------- Codito, ergo sum - "I code, therefore I am" --------------
The Rasterman (Carsten Haitzler)    [email protected]


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