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[meta] Feature Testing Checklist #807
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area: infrastructure
Testing, building, coordinating issues
type: enhancement
New feature or request
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I'd be interested in working on this, but I was curious about a few things.
If you had any other insights that would be appreciated |
We'd love to chat on "#wgpu:matrix.org"! |
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Sep 1, 2020
909: Add Quad play test r=kvark a=DevOrc **Connections** #807 **Description** Adds a play test that renders a white quad to a texture. The texture is then copied to a buffer and checked for accuracy with a file of expected bytes (All 0xFF). **Testing** Cargo test succeeds Co-authored-by: Noah Charlton <ncharlton002@gmail.com>
Now that wgpu-rs is us and we have the ability to run the CTS, I'm going to close this as a lot of these things will be covered by the CTS. |
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Labels
area: infrastructure
Testing, building, coordinating issues
type: enhancement
New feature or request
Now that we got #786, we should start taking advantage of it by introducing local "playtests".
We can take
wgpu-rs
example matrix as a baseline:Note-1: we don't have to be super detailed in testing all the features in the world. It's just one of the testing layers in "defence in depth" onion of layers, above gfx-rs running on Warden and Vulkan CTS, and below wgpu-rs and WebGPU CTS. Common sense should be applied to weight the maintenance overhead versus the test coverage. I think getting a test for an entry in the feature matrix is a great start.
Note-2: it's not clear what shaders we should be using here. I suggest we start with a single shader module that outputs a full-screen quad (without vertex attributes) in VS, and writes down a solid fixed color to the output in FS. Perhaps, we can write test shaders in WGSL right away as this thing is getting more and more mature?
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