On Fri, Mar 7, 2014 at 11:26 PM, Ilia Mirkin <[email protected]> wrote: > On Fri, Mar 7, 2014 at 8:02 PM, Eric Anholt <[email protected]> wrote: >> Ilia Mirkin <[email protected]> writes: >> >>> On Fri, Mar 7, 2014 at 2:38 PM, Eric Anholt <[email protected]> wrote: >>>> Ilia Mirkin <[email protected]> writes: >> >>>> >>>> Other than that, this is a nice simple test. We're going to want an >>>> all-the-formats testcase before we land clear_texture in Mesa, but this >>>> is a good start. >>> >>> Absolutely. And testing glClearTexSubImage too (where the visual >>> representation may become more interesting). And an api-errors style >>> test. And I want to test various widths/heights, in case e.g. POT >>> works but NPOT doesn't. I'm thinking that 32 and 33 actually cover >>> most cases. >> >> This all sounds good! >> >>> Should I make these into subtests, or is it fine to just have the one >>> test? Long-term, should this 'simple' test go away entirely in favor >>> of a all-formats test that does it all? >> >> I think there's a lot to be said for having a dead simple sanity test >> test, along with all the complicated stuff. When you're first lighting >> up the extension, having all the other variants in the way obscures the >> initial debugging. >> >> For similar reasons, I lean toward separate test files instead of >> subtests unless the code sharing is massive. I'm trying to optimize for >> me debugging the driver in the future, not me writing the test now. The >> bodies of tests don't change much over time, so there's less maintenance >> burden from code duplication than in most codebases we work on. > > I'm trying to implement the piglit_draw_rect_tex suggestion (based on > ext_unpack_subimage.c), and am having a lot of trouble with the GL > basics. Here's the code that I have now: > > program = piglit_build_simple_program(vertex_shader, fragment_shader); > glUseProgram(program); > > ... do the clears on texture[0] and texture[1] ... > > /* Render both textures to the screen */ > glBindFramebuffer(GL_FRAMEBUFFER, piglit_winsys_fbo); > glBindTexture(GL_TEXTURE_2D, texture[0]); > piglit_draw_rect_tex(0, 0, 32, 32, 0, 0, 32, 32); > > glBindTexture(GL_TEXTURE_2D, texture[1]); > piglit_draw_rect_tex(32, 32, 32, 32, 0, 0, 32, 32); > > This does not work. I'm sure the solution to this problem is quite > trivial, but I have no idea what to look for. Semi-relatedly, what > should the split between piglit_init and piglit_display be?
Nevermind, got it all figured out. Turns out that piglit_present_results() is actually quite important :) I've ended up with a solution copied from fbo-drawbuffers.c which does not rely on shaders either. I guess I'll eventually have to go that route (to get at MS samples), but this is all much simpler for now. v3 should be coming up soon. -ilia _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
