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); > > > > -- > > > > > > > ------------------------------------------------------------------------------ > Check out the vibrant tech community on one of the world's most > engaging tech sites, SlashDot.org! http://sdm.link/slashdot > _______________________________________________ > enlightenment-devel mailing list > [email protected] > https://lists.sourceforge.net/lists/listinfo/enlightenment-devel > -- ------------- Codito, ergo sum - "I code, therefore I am" -------------- The Rasterman (Carsten Haitzler) [email protected] ------------------------------------------------------------------------------ Check out the vibrant tech community on one of the world's most engaging tech sites, SlashDot.org! http://sdm.link/slashdot _______________________________________________ enlightenment-devel mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/enlightenment-devel
