[Piglit] [PATCH 4/7] glsl-1.10 / glsl-1.20: Don't use ortho in variable indexing tests.
Kenneth Graunke
kenneth at whitecape.org
Tue Nov 5 10:57:49 PST 2013
On 11/04/2013 10:27 PM, Matt Turner wrote:
> Using ortho makes shrinking the window size much more difficult, which
> makes running tests in simulation take much longer.
> ---
> tests/spec/glsl-1.10/variable-index-read.sh | 18 +++---------------
> tests/spec/glsl-1.10/variable-index-write.sh | 17 +++--------------
> 2 files changed, 6 insertions(+), 29 deletions(-)
I'm actually not a huge fan of patches 4-5. These tests draw multiple
squares, each of which represents something different. Currently, you
can run the test and see each of them, side-by-side.
With these patches, all the squares get drawn on top of each other,
which makes it impossible to visually inspect failures without editing
the test. That's a pretty big drop in usability, IMHO.
A large window size actually isn't necessarily awful for simulation,
either. You pay for the clear, but that's not very complicated. It's
drawing the 250x250 square that's awful, since it requires 62,500
non-trivial pixel shader invocations, each of which probably does
control flow, variable indexing, or such. Drawing a 10x10 square only
requires 100 PS invocations, which is obviously much cheaper.
--Ken
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