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This includes a bunch of related changes:
- `slang-test`
- Add a notion of an "output mode" that specifies whether we output to console (the default), or invoke the apprpriate AppVeyor command to update test status
- Add a notion of test categories, so that tests can be tagged with categories, and then we can invoke only those tets in a given category, or choose to *exclude* tests with specific categories
- Allow the `OSProcessSpawner` to look up an executable by "path" (meaning a full path is expected) or by "name" (meaning it should be allowed to look in the current directory, `PATH` environment variable, etc.). This was important to make sure that I can run `appveyor` without having to know its absolute path.
- AppVeyor configuration
- Change badge to reflect new build account for organization (rather than a single-user account)
- Remove attempt to set AppVeyor build version in a clever way, since it breaks links from GitHub to AppVeyor
- Change order or configurations in the build matrix to front-load the Release build (which has the main tests)
- Turn on `fast_finish` flag so we don't have to wait as long for failed builds
- Turn on `parallel` builds
- Set `verbosity: minimal` to avoid getting build spew about Xamarin stuff I'm not using
- Add custom `test_script` to invoke `test.bat`
- Sets the test category based on teh build configuration, so we don't run the full test suite on every input.
- `test.bat`
- Allow for `-platform` and `-configuration` arguments
- Rewrute a platform of `Win32` over to `x86` to match how the output directories are named
- Futz around with how the directories are being passed along to work around annoying `.bat` file quoting behavior (I still don't get how batch files work)
- Tests
- Mark a bunch of tests as `smoke` tests
- Mark the relevant tests as `render` tests
(these get filtered out for AppVeyor builds)
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Most of the Vulkan GLSL shaders in the `sascha-willems` corpus use completely regular parameter bindings, e.g.:
```
layout (binding = 0) uniform sampler2D samplerPositionDepth;
layout (binding = 1) uniform sampler2D samplerNormal;
layout (binding = 2) uniform sampler2D ssaoNoise;
```
With the Slang compiler, we can write this kind of stuff more compactly as:
```
uniform sampler2D samplerPositionDepth;
uniform sampler2D samplerNormal;
uniform sampler2D ssaoNoise;
```
and get the exact same result (in fact, we will generate output GLSL matching the first example).
There are a few spot tests for this in the HLSL case, but I hadn't done anything for GLSL yet.
Now that we have the ability to specify multiple tests to run on each input file, it was easy enough to go in and tweak some of these files to be usable as binding-generation tests.
I didn't ammend all of the GLSL shaders for two reasons:
1. Not all of the shaders will work with completely automatic binding generation done on a per-file basis. In some cases, the parameter layout needs to consider multiple files (and the order in which the files are supplied could matter). This is probably best handled with more directed tests.
2. There is going to be a ton of duplication if I just have 100s of tests that all confirm that, yes, the Slang compiler can count vertex inputs starting from zero. These shaders aren't really presenting a whole lot of unique cases to work with.
That said, a level of confidence greater than zero is always better than zero confidence.
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