1. 08 Mar, 2012 1 commit
  2. 03 Mar, 2012 1 commit
    • Dylan Noblesmith's avatar
      don't write generated header to the source directory · 2cb512bd
      Dylan Noblesmith authored
      It was impossible to have the source directory read-only.
      Also add the include_directories() directive for tests/util
      in just one place, under tests/, so that all subdirectories
      inherit it. A bunch of CMakeLists.txt files duplicate it,
      so delete those redundant include flags:
      sed -i -e "/^\t\${piglit_SOURCE_DIR}\/tests\/util/ d" \
       `grep piglit_SOURCE_DIR -rl tests/ | grep "CMakeLists\.gl"`
  3. 29 Feb, 2012 1 commit
  4. 25 Feb, 2012 1 commit
  5. 20 Feb, 2012 1 commit
  6. 15 Feb, 2012 1 commit
  7. 14 Feb, 2012 1 commit
  8. 13 Feb, 2012 1 commit
    • Paul Berry's avatar
      Modify shader_runner to skip tests with unsigned uniforms when GL<3.0 · 7f92a5af
      Paul Berry authored
      On implementations that support GLSL version 1.30 but not GL version
      3.0 (for example Mesa, when built without floating point texture
      support), it is impossible to test unsigned uniforms, because the
      Uniform*ui{v} functions are not available.  So any shader_runner tests
      that use unsigned uniforms should be skipped.
      Since it's rare for implementations to support GLSL version 1.30 but
      not GL version 3.0, we don't want to require test writers to remember
      to add "GL>=3.0" to the top of their test scripts.  So instead, this
      patch modifies shader_runner to automatically skip any test that uses
      unsigned uniforms if the GL version is less than 3.0.
      Avoids 404 bogus "crash" results in
      spec/glsl-1.30/execution/built-in-functions when testing with a
      version of Mesa that was built without floating point texture support.
      Reviewed-by: Eric Anholt's avatarEric Anholt <eric@anholt.net>
      Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
  9. 27 Jan, 2012 3 commits
  10. 25 Jan, 2012 1 commit
  11. 20 Jan, 2012 2 commits
  12. 31 Dec, 2011 1 commit
  13. 30 Dec, 2011 1 commit
  14. 29 Dec, 2011 1 commit
  15. 12 Dec, 2011 4 commits
  16. 04 Dec, 2011 4 commits
  17. 30 Nov, 2011 1 commit
  18. 08 Nov, 2011 1 commit
  19. 04 Nov, 2011 1 commit
    • Paul Berry's avatar
      Fix link error detection in glsl-link-initializer-03, and make more robust · 228aaebd
      Paul Berry authored
      Previously, this test was attempting to check the link status of a
      program linked by piglit_link_simple_program() using glGetProgramiv().
      But piglit_link_simple_program() returns 0 on a link failure.  So the
      test really just needs to verify that the two program handles returned
      are nonzero.
      Also, the test used to rely on assumptions about the order in which
      shaders are attached.  Now it tries both possible attachment orders.
      Reviewed-by: default avatarIan Romanick <ian.d.romanick@intel.com>
  20. 01 Nov, 2011 4 commits
  21. 27 Oct, 2011 4 commits
    • Paul Berry's avatar
      Add a "shade model" command to shader_runner. · 20d6a447
      Paul Berry authored
      This command is a thin wrapper around glShadeModel().  So for
      instance, the command "shade model flat" is equivalent to
      Reviewed-by: Eric Anholt's avatarEric Anholt <eric@anholt.net>
    • Paul Berry's avatar
      Add a "frustum" command to shader_runner. · 18c673cb
      Paul Berry authored
      Reviewed-by: Eric Anholt's avatarEric Anholt <eric@anholt.net>
    • Paul Berry's avatar
    • Paul Berry's avatar
      Add vbo support to shader_runner. · f9d224d0
      Paul Berry authored
      This patch adds the ability for shader_runner tests to include a
      "[vertex data]" section containing data in columnar format, for example:
      [vertex data]
      vertex/float/3 foo/uint/1 bar/int/2
      0.0 0.0 0.0    0xe0000000 0 0
      0.0 1.0 0.0    0x70000000 1 1
      1.0 1.0 0.0    0x00000000 0 1
      Each column header is of the form ATTRNAME/TYPE/COUNT, where ATTRNAME
      is the name of the vertex attribute to be bound to this column, TYPE
      is the type of data that follows ("float", "int", or "uint"), and
      COUNT is the vector length of the data (e.g. "3" for vec3 data).
      To send vertex data to the shader, use the new shader_runner command
      "draw arrays".  The parameters are the same as for the glDrawArrays()
      command, so for example to draw triangle primitives using 3 elements
      from the vertex data array starting at element 0, use the command:
      draw arrays GL_TRIANGLES 0 3
      More detailed examples can be found in the tests/shaders/vbo
      The implementation is largely in a new file, piglit-vbo.cpp, so that
      it can be re-used by other piglit tests if necessary.
  22. 26 Oct, 2011 2 commits
  23. 18 Oct, 2011 1 commit
  24. 14 Oct, 2011 1 commit