1) The document proposes an OpenGL based testing tool architecture for exascale computing to improve performance and accuracy of OpenGL programs.
2) It identifies common errors that occur when programming shaders in OpenGL Shading Language (GLSL) such as errors in file reading, compilation, linking, and rendering.
3) The proposed testing architecture divides the GLSL programming process into four stages - file reading, compilation, pre-linking/linking, and rendering - and validates each stage to detect errors and enforce error-free code.