There is no implementation of the code these tests exercise on windows,
so they shouldn't run, these were masked by the bad skip conditions
fixed in 701df09b7510aca2a010ad9eaff2e0258e4ea4bc.
Signed-off-by: Dylan Baker
---
unittests/base_tests.py | 3 +++
1 file
Reviewed-by: Dave Airlie
On 7 July 2016 at 05:31, Dylan Baker wrote:
> This fixes int64 failures.
>
> Signed-off-by: Dylan Baker
> ---
> generated_tests/gen_constant_array_size_tests.py | 6 +-
> 1 file changed, 5
This fixes int64 failures.
Signed-off-by: Dylan Baker
---
generated_tests/gen_constant_array_size_tests.py | 6 +-
1 file changed, 5 insertions(+), 1 deletion(-)
diff --git a/generated_tests/gen_constant_array_size_tests.py
Quoting Ian Romanick (2016-07-05 15:31:11)
> It looks like none of the compiler tests have GL_ARB_gpu_shader_int64 in
> the requirements section... so now I get ~400 spurious failures. :(
I have a patch that I think fixes this. I'm running it through Jenkins
now to be sure, I'll send it to the
Quoting Jussi Kukkonen (2016-07-06 03:25:28)
> Make sure test files are always considered utf-8 to avoid a
> UnicodeDecodeError when e.g. locale is unset.
>
> This requires using io.open() as python2 open() does not support
> "encoding". The upside of this is that same code paths should now work
Quoting Marek Olšák (2016-07-04 16:39:48)
> On Fri, May 27, 2016 at 7:53 PM, Dylan Baker wrote:
> > Quoting Marek Olšák (2016-04-16 15:16:34)
> >> Hi,
> >>
> >> This makes shader_runner very fast. The expected result is 40%
> >> decrease in quick.py running time, or a 12x
Before, in every drawing we were having the same VBO values per vertex
to be compared against the values in the uniforms. Now, we also have
different values per vertex so we can be sure that it is truly its own
data.
Signed-off-by: Andres Gomez
---