Ian Romanick <[email protected]> writes: > 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 > 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.
Assuming the minor change in patch 10, all but patches 2 and 12 get my Reviewed-by. (And I don't feel too strongly about any of the feedback in patch 2/10 anyway).
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