On 05/17/2013 09:31 AM, Dylan Baker wrote:
Drops almost all of the code used in this file, all of that
functionality is now handled in the summary class. Instead, the majority
of this file is just the argparse instance, and a few short lines
calling the new summary class.
V2: Fixes the
On 05/17/2013 09:31 AM, Dylan Baker wrote:
With 10,000+ tests all living in the same folder it can be hard to
identify a single file, especially when trying to work with the HTML
generation itself. This patch changes the behavior so that each test
has a directory tree for the group results with
On 05/17/2013 09:31 AM, Dylan Baker wrote:
This provides a switch and method for excluding the generation of the
test result HTML files (those that live under testrun name/). This
allows the user to trade some verbosity in the results for a significant
increase in generation speed. A run of
On 05/17/2013 09:32 AM, Dylan Baker wrote:
Previously every page (fixes, regressions, etc) was generated regardless
of whether there was anything on that page. That is simply silly, this
patch does a quick check and only generates pages that actually have
content, and add those pages to the link
On 05/17/2013 09:32 AM, Dylan Baker wrote:
When comparing two test results the current behavior sets a status of
skip for tests that were not run in one set of results. This is
confusing and silly, so instead give them a status of N/A which gives a
clear understanding of what skipped, and what
Catalyst status: Part 11 12 failed
V4:
* Use standard piglit_report_subtest_result (with basic test number)
* use standard bool versus GLBoolean
* Merge VS shader with the help of __VERSION__
* asprintf shader with a common GLSL version
---
tests/all.tests|
Equivalent to piglit_link_check_status/quiet but with program object pipeline
V4: move function in piglit-shader-gl.c (not supported on GLES*)
---
tests/util/piglit-shader-gl.c| 51 ++
tests/util/piglit-shader-gles1.c |6 +
bind various stages (including geometry and tesselation
to the pipeline and check the result with GetProgramPipelineiv. I take also the
opportunity to use
glCreateShaderProgramv. Note: I got an GL_INVALID_VALUE when
glActiveShaderProgram is
called with a program that isn't bound to any stage to