Avoid redundant shader creation for clamp tests
authorJames Helferty <jhelferty@nvidia.com>
Wed, 6 Dec 2017 20:07:29 +0000 (15:07 -0500)
committerAlexander Galazin <Alexander.Galazin@arm.com>
Thu, 14 Dec 2017 17:03:38 +0000 (12:03 -0500)
commit95305df6453b46e8e3d914c9837cbe590dcce9a1
treee1415be65040fdf2e8ff36c6182dd3ea8019eff5
parent5f2079e198327863b74b6e2f9d7fbaa20d032f02
Avoid redundant shader creation for clamp tests

Avoid redundant work involving creation of shaders. By rearranging the
order in which we iterate loops, we can avoid a signficant amount of
shader string manipulation and redundant shader creation. (This should
reduce the run time for this test without impacting coverage.)

Component: OpenGL
VK-GL-CTS issue: 889

Affects:
KHR-GL4x.sparse_texture_clamp_tests.SparseTextureClampLookupResidency
KHR-GL4x.sparse_texture_clamp_tests.SparseTextureClampLookupColor

Change-Id: If0cb11827c45da6b13d81115d4a8a9143d31e8c6
external/openglcts/modules/gl/gl4cSparseTextureClampTests.cpp