[Piglit] [PATCH] Clean up depth-tex-modes-glsl a bit.
Kenneth Graunke
kenneth at whitecape.org
Sun Sep 23 20:51:53 PDT 2012
1. It doesn't use sampler2DRect, so don't require ARB_texture_rectangle
2. Remove pointless glFinish() before piglit_present_results()
3. Use Piglit utility functions for compiling/linking shaders.
4. Print the description of what you're seeing in *non*-automatic mode.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
tests/texturing/depth-tex-modes-glsl.c | 29 ++++-------------------------
1 file changed, 4 insertions(+), 25 deletions(-)
I was originally considering extending this test to do EXT_texture_swizzle
rather than writing a new one. So I started by cleaning it up a bit.
In the end I decided to write a new test anyway (already reviewed on the
list), but figured the cleanups are worthwhile anyway.
diff --git a/tests/texturing/depth-tex-modes-glsl.c b/tests/texturing/depth-tex-modes-glsl.c
index b1ecc89..24ef989 100644
--- a/tests/texturing/depth-tex-modes-glsl.c
+++ b/tests/texturing/depth-tex-modes-glsl.c
@@ -84,14 +84,13 @@ piglit_init(int argc, char **argv)
{
piglit_require_gl_version(20);
- if (piglit_automatic)
+ if (!piglit_automatic)
printf(" Left to Right: LUMINANCE, INTENSITY, ALPHA\n"
"Lower row: Combined with color\n"
"Upper row: combined with alpha\n");
loadTex();
- piglit_require_extension("GL_ARB_texture_rectangle");
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
@@ -110,30 +109,11 @@ piglit_init(int argc, char **argv)
static void
compileLinkProg(void)
{
- GLint stat;
-
- vs = glCreateShader(GL_VERTEX_SHADER);
- fs = glCreateShader(GL_FRAGMENT_SHADER);
- glShaderSource(vs, 1, (const GLchar **) &vertShaderText, NULL);
- glShaderSource(fs, 1, (const GLchar **) &fragShaderText, NULL);
- glCompileShader(vs);
- glGetShaderiv(vs, GL_COMPILE_STATUS, &stat);
- if (!stat) {
- printf("error compiling vertex shader!\n");
- exit(1);
- }
- glCompileShader(fs);
- glGetShaderiv(fs, GL_COMPILE_STATUS, &stat);
- if (!stat) {
- printf("error compiling fragment shader!\n");
- exit(1);
- }
+ vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vertShaderText);
+ fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, fragShaderText);
- prog = glCreateProgram();
- glAttachShader(prog, vs);
- glAttachShader(prog, fs);
+ prog = piglit_link_simple_program(vs, fs);
glBindAttribLocation(prog, 1, "textureCoords");
- glLinkProgram(prog);
glUseProgram(prog);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3*sizeof(GLfloat),
@@ -304,7 +284,6 @@ piglit_display(void)
}
- glFinish();
piglit_present_results();
return pass ? PIGLIT_PASS : PIGLIT_FAIL;
--
1.7.11.4
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