On 08/26/2013 11:30 AM, gurketsky wrote:
On 26.08.2013 19:33, Ian Romanick wrote:
This series simplifies GLSL minimum-maximum testing.  Future GLSL
versions can be tested by simply cut-and-pasting from the spec instead
of copying and modifying a bunch of .shader_test files.  See patch 8
(glsl-3.30: Verify the limits in section 7.4) and patch 9
(glsl-es-3.30: Verify the limits in section 7.3) for examples.  This
Is this really "glsl es 3.30"? Shouldn't that be 3.00?

This also affects patch 11/13.

You are correct. I got the copy-and-paste in the commit messages wrong, but the body of the patch appears correct. I'll fix the commit message on patch 11.

Cheers
Rico

also makes it much easier to review future such patches.

There are some additional advantages (copied from the commit message of
patch 2):

     1. All of the built-in constants and their expected values are kept
     in one place per GLSL version.
     2. The tests use the array-size idiom of many piglit tests which
     guarantees that the values being tested are actually contants.
     3. Since the tests are not execution tests, they run much faster.
     The single top-level test can also run concurrently with other
     tests.  The speed difference is trivial most of the time, but in
     simlation environments, each pixel drawn takes a very long time.
     You're welcome, Chad.

This is the first series in my current piglit yak-shaving branch on
freedesktop.org.  I have some additional serieseseses that will land
there later today.

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