1. 23 Feb, 2015 3 commits
  2. 19 Dec, 2014 1 commit
  3. 13 Dec, 2014 1 commit
    • Dylan Baker's avatar
      generated_tests: Except error for os.makedirs · b59ff71e
      Dylan Baker authored
      Currently we check for the existence of a directory, and if it doesn't
      exist we create it. This would be fine, except that multiple generators
      can create the same directory trees. When os.makedirs tries to create a
      tree that already exists it raises and OSError exception, with the errno
      set to 17 (the File Exists Error). Since between the time that a check
      is made and the time the os.makedirs completes a second generator can
      create the directory tree we can have exceptions raised sporadically,
      especially as the number of threads being used to generate goes up.
      
      We maintain the check for existence before trying to create the
      directories because os.makedirs is slow, so not even trying is better
      than trying in vain.
      Signed-off-by: default avatarDylan Baker <dylanx.c.baker@intel.com>
      b59ff71e
  4. 01 Dec, 2014 5 commits
  5. 01 Oct, 2013 1 commit
    • Ian Romanick's avatar
      glsl-1.30: Test interpolation qualifiers on built-in variables · d427fcfc
      Ian Romanick authored
      Section 4.3.7 (Interpolation) of the GLSL 1.30 spec says:
      
          "If gl_Color is redeclared with an interpolation qualifier, then
          gl_FrontColor and gl_BackColor (if they are written to) must also be
          redeclared with the same interpolation qualifier, and vice versa. If
          gl_SecondaryColor is redeclared with an interpolation qualifier,
          then gl_FrontSecondaryColor and gl_BackSecondaryColor (if they are
          written to) must also be redeclared with the same interpolation
          qualifier, and vice versa. This qualifier matching on predeclared
          variables is only required for variables that are statically used
          within the shaders in a program."
      
      This adds five sets of tests from a single generator script:
      
          - Set an interpolation qualifier, possibly the default, for one of
            gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, or
            gl_BackSecondaryColor in the vertex shader, and set a different
            interpolation qualifier, possibly the default, for the matching
            gl_Color or gl_SecondaryColor in the fragment shader.  This should
            fail to link.
      
          - Set a non-default interpolation qualifier for one of
            gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, or
            gl_BackSecondaryColor in the vertex shader, and have no
            redeclaration in the fragment shader.  In the fragment shader,
            neither gl_Color nor gl_SecondaryColor is used.  This should
            successfully link.
      
          - Set a non-default interpolation qualifier for one of gl_Color or
            gl_SecondaryColor in the fragment shader, and have no
            redeclaration in the vertex shader.  In the vertex shader, none of
            the built-in color variables are used.  This should successfully
            link.
      
          - Set an interpolation qualifier, possibly the default, for one of
            gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, or
            gl_BackSecondaryColor in the vertex shader, and set a different
            interpolation qualifier, possibly the default, for the matching
            gl_Color or gl_SecondaryColor in the fragment shader.  Neither
            stage uses any of the color variables.  This should successfully
            to link.
      
          - Set conflicting interpolation qualifiers for gl_FrontColor /
            gl_BackColor or gl_FrontSecondaryColor / gl_BackSecondaryColor in
            the vertex shader, and set a matching interpolation qualifier on
            gl_Color or gl_SecondaryColor in the fragment shader for one of
            the vertex shader built-in varaibles.  This should fail to link.
      
      On Mesa, all of the tests that expect linking failures fail.  Basically,
      Mesa's linker accepts everything.
      
      NVIDIA (304.64 on GTX 260) fails the same set of tests.
      
      v2: Use Python lists instead of "set literal" syntax (Python 2.7+ only).
      Change the names of several maps to include the suffix _map.  Rename
      some additional varibles that had a misleading "front" or "back" in the
      name.  All changes suggested by Paul.
      Signed-off-by: default avatarIan Romanick <ian.d.romanick@intel.com>
      Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=47755Reviewed-by: Paul Berry's avatarPaul Berry <stereotype441@gmail.com>
      d427fcfc