On Mon, Nov 23, 2015 at 12:16:33PM -0800, Ian Romanick wrote: > On 11/20/2015 04:56 PM, Dylan Baker wrote: > > On Fri, Nov 20, 2015 at 03:05:49PM -0800, Ian Romanick wrote: > >> On 11/20/2015 02:14 PM, Dylan Baker wrote: > >>> On Thu, Nov 19, 2015 at 08:00:09PM -0800, Ian Romanick wrote: > >>>> From: Ian Romanick <[email protected]> > >>>> > >>>> If this test has problems with odd sample counts, the test should detect > >>>> that and SKIP. > >>> > >>> I'm not sure I agree. I think it's pretty reasonable for all.py to only > >>> pass valid inputs to a test binary. > >> > >> Presumably the test is going to do some sort of validation on the input > >> anyway. Most do. Now we have input massaging / validation in two > >> places, and we have to maintain it in two places. That seems bad. Right? > > > > I agree, but it also seems bad to me to have tests defined in all.py > > that will always return 'skip', and on one has a plan to make them work, > > right? > > But there aren't. > > # List of all of the MSAA sample counts we wish to test > MSAA_SAMPLE_COUNTS = (2, 4, 6, 8, 16, 32) > > I could have sworn that I said in the commit message that all the sample > counts are already even, but it looks like I didn't... Maybe it was in > an earlier version.
Okay, then in that case you can have my r-b if you'll mention this in the commit message. Reviewed-by: Dylan Baker <[email protected]> > > There are some hypthetical odd-count MSAA arrangements (flip-tri and > Quincunx come to mind), but I don't know of *any* implementations that > support them. Quincunx was supported on Geforce3 hardware, but I > believe it was exposed as 2x MSAA with a special filter (see the > overview section of > https://www.opengl.org/registry/specs/NV/multisample_filter_hint.txt). > > > I guess the assumption that I'm making in my logic is that the other > > tests can handle odd sample counts. Maybe that's a bad assumption? > > I don't know if they can or not. Other than inspecting the tests (which > is potentially faulty), we don't have any way to find out... because > there are no OpenGL implementations that can handle odd sample counts. :) >
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