[Piglit] [PATCH] Remove multiple shader files per section facility from shader_runner.
Stuart Abercrombie
sabercrombie at chromium.org
Thu Aug 30 11:59:15 PDT 2012
This is part of the effort to make version handling more flexible for GLES.
---
tests/shaders/shader_runner.c | 65 +++++++++++++++++-----------------------
1 files changed, 28 insertions(+), 37 deletions(-)
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index aa60a62..6e3a470 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -63,15 +63,8 @@ unsigned num_fragment_shaders = 0;
int num_uniform_blocks;
GLuint *uniform_block_bos;
-/**
- * List of strings loaded from files
- *
- * Some test script sections, such as "[vertex shader file]", can supply shader
- * source code from multiple disk files. This array stores those strings.
- */
-char *shader_strings[256];
-GLsizei shader_string_sizes[256];
-unsigned num_shader_strings = 0;
+char *shader_string;
+GLint shader_string_size;
const char *vertex_data_start = NULL;
const char *vertex_data_end = NULL;
GLuint prog;
@@ -114,7 +107,6 @@ compile_glsl(GLenum target, bool release_text)
{
GLuint shader = piglit_CreateShader(target);
GLint ok;
- unsigned i;
switch (target) {
case GL_VERTEX_SHADER:
@@ -129,9 +121,9 @@ compile_glsl(GLenum target, bool release_text)
break;
}
- piglit_ShaderSource(shader, num_shader_strings,
- (const GLchar **) shader_strings,
- shader_string_sizes);
+ piglit_ShaderSource(shader, 1,
+ &shader_string,
+ &shader_string_size);
piglit_CompileShader(shader);
@@ -155,8 +147,7 @@ compile_glsl(GLenum target, bool release_text)
}
if (release_text) {
- for (i = 0; i < num_shader_strings; i++)
- free(shader_strings[i]);
+ free(shader_string);
}
switch (target) {
@@ -280,10 +271,15 @@ comparison_string(enum comparison cmp)
void
load_shader_file(const char *line)
{
- GLsizei *const size = &shader_string_sizes[num_shader_strings];
+ GLsizei *const size = &shader_string_size;
char buf[256];
char *text;
+ if (shader_string) {
+ printf("Multiple shader files in same section: %s\n", line);
+ piglit_report_result(PIGLIT_FAIL);
+ }
+
strcpy_to_space(buf, line);
text = piglit_load_text_file(buf, (unsigned *) size);
@@ -304,8 +300,7 @@ load_shader_file(const char *line)
piglit_report_result(PIGLIT_FAIL);
}
- shader_strings[num_shader_strings] = text;
- num_shader_strings++;
+ shader_string = text;
}
@@ -481,8 +476,7 @@ leave_state(enum states state, const char *line)
break;
case vertex_shader:
- shader_string_sizes[0] = line - shader_strings[0];
- num_shader_strings = 1;
+ shader_string_size = line - shader_string;
compile_glsl(GL_VERTEX_SHADER, false);
break;
@@ -492,8 +486,8 @@ leave_state(enum states state, const char *line)
case vertex_program:
compile_and_bind_program(GL_VERTEX_PROGRAM_ARB,
- shader_strings[0],
- line - shader_strings[0]);
+ shader_string,
+ line - shader_string);
break;
case geometry_shader:
@@ -503,8 +497,7 @@ leave_state(enum states state, const char *line)
break;
case fragment_shader:
- shader_string_sizes[0] = line - shader_strings[0];
- num_shader_strings = 1;
+ shader_string_size = line - shader_string;
compile_glsl(GL_FRAGMENT_SHADER, false);
break;
@@ -514,8 +507,8 @@ leave_state(enum states state, const char *line)
case fragment_program:
compile_and_bind_program(GL_FRAGMENT_PROGRAM_ARB,
- shader_strings[0],
- line - shader_strings[0]);
+ shader_string,
+ line - shader_string);
break;
case vertex_data:
@@ -629,24 +622,22 @@ process_test_script(const char *script_name)
state = requirements;
} else if (string_match("[vertex shader]", line)) {
state = vertex_shader;
- shader_strings[0] = NULL;
+ shader_string = NULL;
} else if (string_match("[vertex program]", line)) {
state = vertex_program;
- shader_strings[0] = NULL;
+ shader_string = NULL;
} else if (string_match("[vertex shader file]", line)) {
state = vertex_shader_file;
- shader_strings[0] = NULL;
- num_shader_strings = 0;
+ shader_string = NULL;
} else if (string_match("[fragment shader]", line)) {
state = fragment_shader;
- shader_strings[0] = NULL;
+ shader_string = NULL;
} else if (string_match("[fragment program]", line)) {
state = fragment_program;
- shader_strings[0] = NULL;
+ shader_string = NULL;
} else if (string_match("[fragment shader file]", line)) {
state = fragment_shader_file;
- shader_strings[0] = NULL;
- num_shader_strings = 0;
+ shader_string = NULL;
} else if (string_match("[vertex data]", line)) {
state = vertex_data;
vertex_data_start = NULL;
@@ -671,8 +662,8 @@ process_test_script(const char *script_name)
case geometry_program:
case fragment_shader:
case fragment_program:
- if (shader_strings[0] == NULL)
- shader_strings[0] = (char *) line;
+ if (shader_string == NULL)
+ shader_string = (char *) line;
break;
case vertex_shader_file:
@@ -680,7 +671,7 @@ process_test_script(const char *script_name)
case fragment_shader_file:
line = eat_whitespace(line);
if ((line[0] != '\n') && (line[0] != '#'))
- load_shader_file(line);
+ load_shader_file(line);
break;
case vertex_data:
--
1.7.7.3
More information about the Piglit
mailing list