[Piglit] [PATCH 0/6] First batch of geometry shader tests.
stereotype441 at gmail.com
Thu Feb 14 08:50:47 PST 2013
This patch series modifies shader_runner and glslparsertest to be able
to test geometry shaders. Then it adds basic geometry shader sanity
tests. Finally, the code-generated tests for built-in functions are
modified so that they produce geometry shader variants.
This is by no means a thorough test of geometry shader functionality,
but it should be sufficient to let us start doing basic geometry
shader development in Mesa.
Note that there are two ways in which an implementation may expose
geometry shader support: via GLSL 1.50 or via ARB_geometry_shader4.
After some discussion on IRC yesterday, I've provisionally decided to
write most of the geometry shader tests using ARB_geometry_shader4,
and then only supply GLSL-1.50-based tests for basic santy testing and
to cover the cases where GLSL 1.50 and ARB_geometry_shader4 differ.
Rationale: (a) Mesa is likely to implement ARB_geometry_shader4
support before GLSL 1.50 support (since Bryan Cain already has some
work-in-progress geometry shader patches that use
ARB_geometry_shader4). (b) there are likely to be some
implementations that support geometry shaders but not GLSL 1.50
(e.g. Mesa softpipe, or i965 Gen5); writing most of the tests for
ARB_geometry_shader4 ensures that those implementations are
Accordingly, in this patch series, patch 5/6 (which adds basic sanity
tests) adds tests for both ARB_geometry_shader4 and GLSL 1.50, but
patch 6/6 (which adds code-generated tests for built-in functions and
operations) is written entirely using ARB_geometry_shader4.
[PATCH 1/6] shader_runner and glslparsertest: choose GL version more accurately.
[PATCH 2/6] shader_runner: Remove unimplemented geometry_program vestiges.
[PATCH 3/6] shader_runner: Add support for testing geometry shaders.
[PATCH 4/6] glslparsertest: Add support for testing geometry shaders.
[PATCH 5/6] Basic geometry shader sanity tests.
[PATCH 6/6] Add geometry testing to code-generated tests.
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