[1/1] glsl-1.00: move contents of glsl-es-1.00 to glsl-1.00

Message ID 1360860564-8469-1-git-send-email-tom.gall@linaro.org
State Changes Requested
Headers show

Commit Message

Tom Gall Feb. 14, 2013, 4:49 p.m.
Add glsl-1.00/execution dir to all.tests as a shader test.

Move contents of glsl-es-1.00 to glsl-1.00 and remove
glsl-es-1.00.

Signed-off-by: Tom Gall <tom.gall@linaro.org>
---
 tests/all.tests                                    |    4 ++
 tests/spec/glsl-1.00/execution/sanity.shader_test  |   39 ++++++++++++++++++++
 .../spec/glsl-es-1.00/execution/sanity.shader_test |   39 --------------------
 3 files changed, 43 insertions(+), 39 deletions(-)
 create mode 100644 tests/spec/glsl-1.00/execution/sanity.shader_test
 delete mode 100644 tests/spec/glsl-es-1.00/execution/sanity.shader_test

Comments

Eric Anholt Feb. 14, 2013, 6:31 p.m. | #1
Tom Gall <tom.gall@linaro.org> writes:

> Add glsl-1.00/execution dir to all.tests as a shader test.
>
> Move contents of glsl-es-1.00 to glsl-1.00 and remove
> glsl-es-1.00.

I think we should retain the "ES" in es-specific GLSL directory names.
Tom Gall Feb. 14, 2013, 8:49 p.m. | #2
On Thu, Feb 14, 2013 at 12:31 PM, Eric Anholt <eric@anholt.net> wrote:
> Tom Gall <tom.gall@linaro.org> writes:
>
>> Add glsl-1.00/execution dir to all.tests as a shader test.
>>
>> Move contents of glsl-es-1.00 to glsl-1.00 and remove
>> glsl-es-1.00.
>
> I think we should retain the "ES" in es-specific GLSL directory names.

That would be my preference as well, tho it results in having to move
a lot more files. Adding Paul to the CC: as he had an opinion on this.
I can really see going either way.

--
Regards,
Tom

"Where's the kaboom!? There was supposed to be an earth-shattering
kaboom!" Marvin Martian
Tech Lead, Graphics Working Group | Linaro.org │ Open source software
for ARM SoCs
w) tom.gall att linaro.org
h) tom_gall att mac.com
Paul Berry Feb. 14, 2013, 9:36 p.m. | #3
On 14 February 2013 12:49, Tom Gall <tom.gall@linaro.org> wrote:

> On Thu, Feb 14, 2013 at 12:31 PM, Eric Anholt <eric@anholt.net> wrote:
> > Tom Gall <tom.gall@linaro.org> writes:
> >
> >> Add glsl-1.00/execution dir to all.tests as a shader test.
> >>
> >> Move contents of glsl-es-1.00 to glsl-1.00 and remove
> >> glsl-es-1.00.
> >
> > I think we should retain the "ES" in es-specific GLSL directory names.
>
> That would be my preference as well, tho it results in having to move
> a lot more files. Adding Paul to the CC: as he had an opinion on this.
> I can really see going either way.
>

I was worried that it would bother people more to move the 40 tests in
glsl-1.00 to glsl-es-1.00 than to move the 1 test in glsl-es-1.00 to
glsl-1.00 (since moved tests show up as changes in piglit-summary-html).
But after talking with some folks in the office, I'm no longer concerned
about it.

Moving the tests from glsl-1.00 to glsl-es-1.00 seems fine to me.

Paul

Patch

diff --git a/tests/all.tests b/tests/all.tests
index f2229c6..ed4643b 100644
--- a/tests/all.tests
+++ b/tests/all.tests
@@ -689,6 +689,10 @@  spec['glsl-1.00'] = Group()
 import_glsl_parser_tests(spec['glsl-1.00'],
 			 os.path.join(testsDir, 'spec', 'glsl-1.00'),
 			 ['compiler'])
+spec['glsl-1.00']['execution'] = Group()
+add_shader_test_dir(spec['glsl-1.00']['execution'],
+			 os.path.join(testsDir, 'spec', 'glsl-1.00', 'execution'),
+			 recursive=True)
 
 # Group spec/glsl-1.10
 spec['glsl-1.10'] = Group()
diff --git a/tests/spec/glsl-1.00/execution/sanity.shader_test b/tests/spec/glsl-1.00/execution/sanity.shader_test
new file mode 100644
index 0000000..0884e2c
--- /dev/null
+++ b/tests/spec/glsl-1.00/execution/sanity.shader_test
@@ -0,0 +1,39 @@ 
+# Fill the window with red, then green, then blue.
+
+[require]
+GL ES >= 2.0
+GLSL ES >= 1.00
+
+[vertex shader]
+attribute vec4 vertex;
+
+void main() {
+    gl_Position = vertex;
+}
+
+[fragment shader]
+uniform vec4 u_color;
+
+void main() {
+    gl_FragColor = u_color;
+}
+
+[vertex data]
+vertex/float/2
+-1.0 -1.0
+ 1.0 -1.0
+ 1.0  1.0
+-1.0  1.0
+
+[test]
+uniform vec4 u_color 1.0 0.0 0.0 1.0
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 1.0 0.0 0.0 1.0
+
+uniform vec4 u_color 0.0 1.0 0.0 1.0
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 1.0 0.0 1.0
+
+uniform vec4 u_color 0.0 0.0 1.0 1.0
+draw arrays GL_TRIANGLE_FAN 0 4
+probe all rgba 0.0 0.0 1.0 1.0
diff --git a/tests/spec/glsl-es-1.00/execution/sanity.shader_test b/tests/spec/glsl-es-1.00/execution/sanity.shader_test
deleted file mode 100644
index 0884e2c..0000000
--- a/tests/spec/glsl-es-1.00/execution/sanity.shader_test
+++ /dev/null
@@ -1,39 +0,0 @@ 
-# Fill the window with red, then green, then blue.
-
-[require]
-GL ES >= 2.0
-GLSL ES >= 1.00
-
-[vertex shader]
-attribute vec4 vertex;
-
-void main() {
-    gl_Position = vertex;
-}
-
-[fragment shader]
-uniform vec4 u_color;
-
-void main() {
-    gl_FragColor = u_color;
-}
-
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
-[test]
-uniform vec4 u_color 1.0 0.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
-probe all rgba 1.0 0.0 0.0 1.0
-
-uniform vec4 u_color 0.0 1.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
-probe all rgba 0.0 1.0 0.0 1.0
-
-uniform vec4 u_color 0.0 0.0 1.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
-probe all rgba 0.0 0.0 1.0 1.0