+piglit@ Hi Chad,
I do not have much time to work on piglit these days, and when I do, I usually just focus on trying to get piglit to work with the Chrome OS ARM (EGL/GLES) platforms. The last time I looked at it was about a month ago. (1) To get stuff working, originally I planned to use libepoxy. However, it has been 10 months since Eric Anholt first sent up libepoxy conversion patches to piglit, and upstream piglit still hasn't been converted yet. So, I decided to just hack up piglit dispatch to work with Mali's eglGetProcAddress() not accepting core functions (glGetString) instead. That patch also contains a fixes eglQueryString(EGL_NO_DISPLAY, EGL_EXTENSIONS) when an EGL does not support EGL_EXT_client_extensions. * https://chromium-review.googlesource.com/#/c/223644/1 (2) I also have a set of piglit patches that fix some EGL tests, I've been meaning to upstream them when I get a chance: * https://chromium-review.googlesource.com/#/c/223645/ I have rebased these patches onto current upstream piglit commit [0] and uploaded them to my newly created github repo [1]. [0] 88fcc67ab168ede4299effd2b0bac9ab7591c552 registry: Update gl.xml [1] https://github.com/djkurtz/piglit/tree/egl_work With this patch set I get the following results on a "peach_pit" Chromebook (Samsung ARM Chromebook 2: http://www.samsung.com/us/computer/chrome-os-devices/XE503C12-K01US): # DISPLAY=:0 ./bin/piglit run lib/piglit/tests/quick.py results/q1 [25492/25492] fail: 28, pass: 86, skip: 25378 Running Test(s): 25492 Thank you for running Piglit! 112 tests total actually run. (3) I also have a branch on github [2] that currently runs about 800 piglit tests for EGL/GLES. [2] https://github.com/djkurtz/piglit/tree/egl_work_tom_dan # DISPLAY=:0 ./bin/piglit run lib/piglit/tests/quick.py results/q2 [26446/26446] fail: 485, pass: 330, skip: 25631 Running Test(s): 26446 Thank you for running Piglit! The glsles shader/glslparser work is based heavily off of work originally done by Tom Gall. This work was also never upstreamed to piglit, so, again, it gets stale quickly. Also it takes a long time to go through all of shader test failures and skips to see if they are real driver issues, bad tests, or due to issues with the egl/gles2 piglit integration. This is often a slow manual process which involves lots of double checking against GLSL and OpenGL ES specs. This patch set is still very much WIP, and needs a lot of work to clean it up and make it more upstream friendly. Hope that helps. Thanks, -Dan On Thu, Nov 13, 2014 at 5:59 AM, Chad Versace <[email protected]> wrote: > Daniel, what are your current plans for Piglit? And what are the big issues > you are facing? I'm particularly interested in learning what you're doing > with libepoxy. > > (If you're open to discussing this publicly, feel free to move this > conversation to the Piglit list). > > ~Chad _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
