[Piglit] [PATCH 09/16] glsl-1.40: Modify test to use draw rect

Ian Romanick idr at freedesktop.org
Mon Aug 26 11:37:08 PDT 2013


From: Ian Romanick <ian.d.romanick at intel.com>

Now that "draw rect" works in core profiles, use it!

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Cc: Matt Turner <mattst88 at gmail.com>
Cc: Paul Berry <stereoytpe441 at gmail.com>
---
 .../execution/gl_DepthRangeParameters.shader_test         |  9 +--------
 .../glsl-1.40/execution/glsl-fs-shadow2DRect.shader_test  | 15 ++++-----------
 .../execution/glsl-fs-shadow2DRectProj.shader_test        | 15 ++++-----------
 tests/spec/glsl-1.40/passthrough.vs                       |  4 ++--
 .../glsl-1.40/uniform_buffer/fs-array-copy.shader_test    |  9 +--------
 tests/spec/glsl-1.40/uniform_buffer/fs-basic.shader_test  |  9 +--------
 tests/spec/glsl-1.40/uniform_buffer/fs-bools.shader_test  |  9 +--------
 .../glsl-1.40/uniform_buffer/fs-bvec-array.shader_test    |  9 +--------
 tests/spec/glsl-1.40/uniform_buffer/fs-exp2.shader_test   |  9 +--------
 .../uniform_buffer/fs-float-array-const-index.shader_test |  9 +--------
 .../fs-float-array-variable-index.shader_test             |  9 +--------
 tests/spec/glsl-1.40/uniform_buffer/fs-floats.shader_test |  9 +--------
 .../uniform_buffer/fs-mat4-row-major.shader_test          |  9 +--------
 tests/spec/glsl-1.40/uniform_buffer/fs-mat4.shader_test   |  9 +--------
 .../uniform_buffer/fs-saturated-vec-array.shader_test     |  9 +--------
 .../uniform_buffer/fs-struct-copy-complicated.shader_test |  9 +--------
 .../glsl-1.40/uniform_buffer/fs-struct-copy.shader_test   |  9 +--------
 .../glsl-1.40/uniform_buffer/fs-struct-pad.shader_test    |  9 +--------
 tests/spec/glsl-1.40/uniform_buffer/fs-struct.shader_test |  9 +--------
 .../glsl-1.40/uniform_buffer/fs-two-members.shader_test   |  9 +--------
 .../glsl-1.40/uniform_buffer/vs-array-copy.shader_test    | 13 +++----------
 tests/spec/glsl-1.40/uniform_buffer/vs-basic.shader_test  | 13 +++----------
 tests/spec/glsl-1.40/uniform_buffer/vs-bools.shader_test  | 13 +++----------
 .../uniform_buffer/vs-float-array-const-index.shader_test | 13 +++----------
 .../vs-float-array-variable-index.shader_test             | 13 +++----------
 tests/spec/glsl-1.40/uniform_buffer/vs-floats.shader_test | 13 +++----------
 .../uniform_buffer/vs-mat4-row-major.shader_test          | 13 +++----------
 tests/spec/glsl-1.40/uniform_buffer/vs-mat4.shader_test   | 13 +++----------
 .../uniform_buffer/vs-struct-copy-complicated.shader_test | 13 +++----------
 .../glsl-1.40/uniform_buffer/vs-struct-copy.shader_test   | 13 +++----------
 .../glsl-1.40/uniform_buffer/vs-struct-pad.shader_test    | 13 +++----------
 tests/spec/glsl-1.40/uniform_buffer/vs-struct.shader_test | 13 +++----------
 .../glsl-1.40/uniform_buffer/vs-two-members.shader_test   | 13 +++----------
 33 files changed, 66 insertions(+), 290 deletions(-)

diff --git a/tests/spec/glsl-1.40/execution/gl_DepthRangeParameters.shader_test b/tests/spec/glsl-1.40/execution/gl_DepthRangeParameters.shader_test
index cf97304..48e868d 100644
--- a/tests/spec/glsl-1.40/execution/gl_DepthRangeParameters.shader_test
+++ b/tests/spec/glsl-1.40/execution/gl_DepthRangeParameters.shader_test
@@ -16,13 +16,6 @@ void main()
 	gl_FragColor = vec4(a, b, c, 1.0);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.25 0.75 0.75 1.0
diff --git a/tests/spec/glsl-1.40/execution/glsl-fs-shadow2DRect.shader_test b/tests/spec/glsl-1.40/execution/glsl-fs-shadow2DRect.shader_test
index 8016824..04b65f2 100644
--- a/tests/spec/glsl-1.40/execution/glsl-fs-shadow2DRect.shader_test
+++ b/tests/spec/glsl-1.40/execution/glsl-fs-shadow2DRect.shader_test
@@ -4,12 +4,12 @@ GLSL >= 1.40
 [vertex shader]
 #version 140
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec2 texcoords;
 void main()
 {
-	gl_Position = vertex;
-	texcoords = texcoords = (vertex.xy + 1.0) / 2.0;
+	gl_Position = piglit_vertex;
+	texcoords = texcoords = (piglit_vertex.xy + 1.0) / 2.0;
 }
 
 [fragment shader]
@@ -22,17 +22,10 @@ void main()
 	gl_FragColor = vec4(shadow2DRect(tex, texcoords.xyy * vec3(31.0, 31.0, 1.0)).xxx, 1.0);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int tex 0
 texture shadowRect 0 (32, 32)
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 relative probe rgba (0.0, 0.1) (1.0, 1.0, 1.0, 1.0)
 relative probe rgba (0.0, 1.0) (1.0, 1.0, 1.0, 1.0)
 relative probe rgba (0.9, 1.0) (1.0, 1.0, 1.0, 1.0)
diff --git a/tests/spec/glsl-1.40/execution/glsl-fs-shadow2DRectProj.shader_test b/tests/spec/glsl-1.40/execution/glsl-fs-shadow2DRectProj.shader_test
index db0e5f1..4caa913 100644
--- a/tests/spec/glsl-1.40/execution/glsl-fs-shadow2DRectProj.shader_test
+++ b/tests/spec/glsl-1.40/execution/glsl-fs-shadow2DRectProj.shader_test
@@ -4,13 +4,13 @@ GLSL >= 1.40
 [vertex shader]
 #version 140
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec2 texcoords;
 
 void main()
 {
-	gl_Position = vertex;
-	texcoords = texcoords = (vertex.xy + 1.0) / 2.0;
+	gl_Position = piglit_vertex;
+	texcoords = texcoords = (piglit_vertex.xy + 1.0) / 2.0;
 }
 
 [fragment shader]
@@ -23,17 +23,10 @@ void main()
 	gl_FragColor = vec4(shadow2DRectProj(tex, vec4(texcoords.xyy * vec3(31.0, 31.0, 1.0), 2.0)).xxx, 1.0);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int tex 0
 texture shadowRect 0 (32, 32)
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 relative probe rgba (0.0, 0.1) (1.0, 1.0, 1.0, 1.0)
 relative probe rgba (0.0, 1.0) (1.0, 1.0, 1.0, 1.0)
 relative probe rgba (0.9, 1.0) (1.0, 1.0, 1.0, 1.0)
diff --git a/tests/spec/glsl-1.40/passthrough.vs b/tests/spec/glsl-1.40/passthrough.vs
index d002d71..0514d5b 100644
--- a/tests/spec/glsl-1.40/passthrough.vs
+++ b/tests/spec/glsl-1.40/passthrough.vs
@@ -1,6 +1,6 @@
-in vec4 vertex;
+in vec4 piglit_vertex;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 }
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-array-copy.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-array-copy.shader_test
index 05e4ede..bf205b8 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-array-copy.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-array-copy.shader_test
@@ -19,18 +19,11 @@ void main()
 	gl_FragColor = temp[i];
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int i 1
 uniform vec4 colors[0] 0.0 0.0 0.0 0.0
 uniform vec4 colors[1] 0.0 1.0 0.0 0.0
 uniform vec4 colors[2] 0.0 1.0 1.0 0.0
 uniform vec4 colors[3] 1.0 0.0 1.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-basic.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-basic.shader_test
index c94cc74..c00b386 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-basic.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-basic.shader_test
@@ -16,14 +16,7 @@ void main()
 	gl_FragColor = color;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec4 color 0.0 1.0 0.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-bools.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-bools.shader_test
index e345037..5805f9b 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-bools.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-bools.shader_test
@@ -19,17 +19,10 @@ void main()
 	gl_FragColor = vec4(r, g, b, a);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int r 0
 uniform int g 1
 uniform int b 2
 uniform int a 0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 1.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-bvec-array.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-bvec-array.shader_test
index d2bbb00..53888e6 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-bvec-array.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-bvec-array.shader_test
@@ -17,16 +17,9 @@ void main()
 	gl_FragColor = vec4(b[i]);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int i 1
 uniform ivec4 b[0] 0 0 0 0
 uniform ivec4 b[1] 0 1 2 3
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 1.0 1.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-exp2.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-exp2.shader_test
index 2b22ea4..b30a5d7 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-exp2.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-exp2.shader_test
@@ -16,14 +16,7 @@ void main()
 	gl_FragColor = exp2(v);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec4 v -2.0 -1.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.25 0.5 1.0 1.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-float-array-const-index.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-float-array-const-index.shader_test
index 5c3e9eb..2d3a34e 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-float-array-const-index.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-float-array-const-index.shader_test
@@ -16,17 +16,10 @@ void main()
 	gl_FragColor = vec4(f[0], f[1], f[2], f[3]);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform float f[0] 0.0
 uniform float f[1] 1.0
 uniform float f[2] 0.0
 uniform float f[3] 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-float-array-variable-index.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-float-array-variable-index.shader_test
index 6e6e9d4..a086c50 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-float-array-variable-index.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-float-array-variable-index.shader_test
@@ -18,13 +18,6 @@ void main()
 	gl_FragColor = vec4(f[ri], f[gi], f[bi], f[ai]);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int ri 0
 uniform int gi 1
@@ -35,5 +28,5 @@ uniform float f[0] 0.0
 uniform float f[1] 1.0
 uniform float f[2] 0.0
 uniform float f[3] 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-floats.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-floats.shader_test
index 28b8f35..d424768 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-floats.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-floats.shader_test
@@ -19,17 +19,10 @@ void main()
 	gl_FragColor = vec4(r, g, b, a);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform float r 0.0
 uniform float g 1.0
 uniform float b 0.0
 uniform float a 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-mat4-row-major.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-mat4-row-major.shader_test
index 3754643..792500e 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-mat4-row-major.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-mat4-row-major.shader_test
@@ -16,14 +16,7 @@ void main()
 	gl_FragColor = m[0] + m[1] + m[2] + m[3];
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform mat4 m 0.25 0.0 0.0 0.0   0.0 0.0 0.75 0.0   0.0 0.5 0.0 0.0   0.0 0.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.25 0.5 0.75 1.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-mat4.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-mat4.shader_test
index 2060d44..ad404c0 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-mat4.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-mat4.shader_test
@@ -16,14 +16,7 @@ void main()
 	gl_FragColor = m[0] + m[1] + m[2] + m[3];
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform mat4 m 0.25 0.0 0.0 0.0   0.0 0.0 0.75 0.0   0.0 0.5 0.0 0.0   0.0 0.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.25 0.5 0.75 1.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-saturated-vec-array.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-saturated-vec-array.shader_test
index fdd21cb..a13799e 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-saturated-vec-array.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-saturated-vec-array.shader_test
@@ -20,16 +20,9 @@ void main()
 	gl_FragColor = 0.25 + 0.5 * clamp(color[i], 0.0, 1.0);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int i 1
 uniform vec4 color[0] 0.5 0.5 0.5 0.5
 uniform vec4 color[1] -1 0 1 2
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.25 0.25 0.75 0.75
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy-complicated.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy-complicated.shader_test
index 1e39193..8cf9069 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy-complicated.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy-complicated.shader_test
@@ -86,13 +86,6 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec2 s[0].arr[0].v2 0.99 0.99
 uniform mat2 s[0].arr[0].m22[0] 0.03 0.04 0.05 0.06
@@ -112,5 +105,5 @@ uniform mat2 s[1].arr[1].m22[1] 0.67 0.68 0.69 0.70
 uniform vec3 s[1].v3 0.71 0.72 0.73
 uniform int s[1].b 2
 
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy.shader_test
index b99b8b7..54432db 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-copy.shader_test
@@ -20,17 +20,10 @@ void main()
 	gl_FragColor = temp.a + temp.b + temp.c + temp.d;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec4 colors.a 0.0 0.0 0.0 0.0
 uniform vec4 colors.b 0.0 1.0 0.0 0.0
 uniform vec4 colors.c 1.0 0.0 0.0 0.0
 uniform vec4 colors.d 0.0 0.0 0.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-struct-pad.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-pad.shader_test
index 069a2c6..0205ad0 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-struct-pad.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-struct-pad.shader_test
@@ -31,17 +31,10 @@ void main()
 	gl_FragColor = vec4(s.s1.r, s.s2.g, s.s2.b, s.s2.a);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform float s.s1.r 0.0
 uniform float s.s2.g 1.0
 uniform float s.s2.b 0.0
 uniform float s.s2.a 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-struct.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-struct.shader_test
index 56d8d36..2eb474b 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-struct.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-struct.shader_test
@@ -21,17 +21,10 @@ void main()
 	gl_FragColor = vec4(s.r, s.g, s.b, s.a);
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform float s.r 0.0
 uniform float s.g 1.0
 uniform float s.b 0.0
 uniform float s.a 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/fs-two-members.shader_test b/tests/spec/glsl-1.40/uniform_buffer/fs-two-members.shader_test
index e288bb0..748848b 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/fs-two-members.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/fs-two-members.shader_test
@@ -17,15 +17,8 @@ void main()
 	gl_FragColor = color1 + color2;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec4 color1 0.5 0.0 0.0 0.0
 uniform vec4 color2 0.0 0.75 0.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.5 0.75 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-array-copy.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-array-copy.shader_test
index f7f235d..eb46453 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-array-copy.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-array-copy.shader_test
@@ -9,12 +9,12 @@ uniform ubo1 {
 	vec4 colors[4];
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	vec4 temp[4] = colors;
 	temp[0] = vec4(1.0, 0.0, 0.0, 0.0);
 	v = temp[i];
@@ -30,18 +30,11 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int i 1
 uniform vec4 colors[0] 0.0 0.0 0.0 0.0
 uniform vec4 colors[1] 0.0 1.0 0.0 0.0
 uniform vec4 colors[2] 0.0 1.0 1.0 0.0
 uniform vec4 colors[3] 1.0 0.0 1.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-basic.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-basic.shader_test
index cf5272b..213158b 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-basic.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-basic.shader_test
@@ -8,12 +8,12 @@ uniform ubo1 {
 	vec4 color;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = color;
 }
 
@@ -27,14 +27,7 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec4 color 0.0 1.0 0.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-bools.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-bools.shader_test
index 9fe4b5e..84d47b1 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-bools.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-bools.shader_test
@@ -11,12 +11,12 @@ uniform ubo1 {
 	bool a;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = vec4(r, g, b, a);
 }
 
@@ -30,17 +30,10 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int r 0
 uniform int g 1
 uniform int b 2
 uniform int a 0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 1.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-float-array-const-index.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-float-array-const-index.shader_test
index 16aaa29..f440822 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-float-array-const-index.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-float-array-const-index.shader_test
@@ -8,12 +8,12 @@ uniform ubo1 {
 	float f[4];
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = vec4(f[0], f[1], f[2], f[3]);
 }
 
@@ -27,17 +27,10 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform float f[0] 0.0
 uniform float f[1] 1.0
 uniform float f[2] 0.0
 uniform float f[3] 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-float-array-variable-index.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-float-array-variable-index.shader_test
index 723fbd5..27f72fc 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-float-array-variable-index.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-float-array-variable-index.shader_test
@@ -10,12 +10,12 @@ uniform ubo1 {
 	float f[4];
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = vec4(f[ri], f[gi], f[bi], f[ai]);
 }
 
@@ -29,13 +29,6 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform int ri 0
 uniform int gi 1
@@ -46,5 +39,5 @@ uniform float f[0] 0.0
 uniform float f[1] 1.0
 uniform float f[2] 0.0
 uniform float f[3] 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-floats.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-floats.shader_test
index 81c384c..799f28e 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-floats.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-floats.shader_test
@@ -11,12 +11,12 @@ uniform ubo1 {
 	float a;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = vec4(r, g, b, a);
 }
 
@@ -30,17 +30,10 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform float r 0.0
 uniform float g 1.0
 uniform float b 0.0
 uniform float a 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-mat4-row-major.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-mat4-row-major.shader_test
index 47e9823..a2ec1ad 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-mat4-row-major.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-mat4-row-major.shader_test
@@ -8,12 +8,12 @@ uniform ubo1 {
 	layout(row_major) mat4 m;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = m[0] + m[1] + m[2] + m[3];
 }
 
@@ -27,14 +27,7 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform mat4 m 0.25 0.0 0.0 0.0   0.0 0.0 0.75 0.0   0.0 0.5 0.0 0.0   0.0 0.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.25 0.5 0.75 1.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-mat4.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-mat4.shader_test
index 7cc802f..57bc93a 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-mat4.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-mat4.shader_test
@@ -8,12 +8,12 @@ uniform ubo1 {
 	mat4 m;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = m[0] + m[1] + m[2] + m[3];
 }
 
@@ -27,14 +27,7 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform mat4 m 0.25 0.0 0.0 0.0   0.0 0.0 0.75 0.0   0.0 0.5 0.0 0.0   0.0 0.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.25 0.5 0.75 1.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy-complicated.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy-complicated.shader_test
index 1e034e7..ec7db43 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy-complicated.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy-complicated.shader_test
@@ -17,12 +17,12 @@ uniform ubo1 {
 	} s[2];
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 
 	S temp[2] = s;
 
@@ -96,13 +96,6 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec2 s[0].arr[0].v2 0.99 0.99
 uniform mat2 s[0].arr[0].m22[0] 0.03 0.04 0.05 0.06
@@ -122,5 +115,5 @@ uniform mat2 s[1].arr[1].m22[1] 0.67 0.68 0.69 0.70
 uniform vec3 s[1].v3 0.71 0.72 0.73
 uniform int s[1].b 2
 
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy.shader_test
index 8a261ab..daf742e 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-copy.shader_test
@@ -10,12 +10,12 @@ uniform ubo1 {
 	} colors;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 
 	S temp = colors;
 	temp.c = vec4(0.0); /* try, but fail, to prevent copy prop */
@@ -32,17 +32,10 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec4 colors.a 0.0 0.0 0.0 0.0
 uniform vec4 colors.b 0.0 1.0 0.0 0.0
 uniform vec4 colors.c 1.0 0.0 0.0 0.0
 uniform vec4 colors.d 0.0 0.0 0.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-struct-pad.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-pad.shader_test
index b283b69..d5f87a9 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-struct-pad.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-struct-pad.shader_test
@@ -23,12 +23,12 @@ uniform ubo1 {
 	S s;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = vec4(s.s1.r, s.s2.g, s.s2.b, s.s2.a);
 }
 
@@ -42,17 +42,10 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform float s.s1.r 0.0
 uniform float s.s2.g 1.0
 uniform float s.s2.b 0.0
 uniform float s.s2.a 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-struct.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-struct.shader_test
index 4ed4181..6b7ff53 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-struct.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-struct.shader_test
@@ -13,12 +13,12 @@ uniform ubo1 {
 	} s;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = vec4(s.r, s.g, s.b, s.a);
 }
 
@@ -32,17 +32,10 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform float s.r 0.0
 uniform float s.g 1.0
 uniform float s.b 0.0
 uniform float s.a 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.0 1.0 0.0 0.0
diff --git a/tests/spec/glsl-1.40/uniform_buffer/vs-two-members.shader_test b/tests/spec/glsl-1.40/uniform_buffer/vs-two-members.shader_test
index 627b309..df4b7e4 100644
--- a/tests/spec/glsl-1.40/uniform_buffer/vs-two-members.shader_test
+++ b/tests/spec/glsl-1.40/uniform_buffer/vs-two-members.shader_test
@@ -9,12 +9,12 @@ uniform ubo1 {
 	vec4 color2;
 };
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 v;
 
 void main()
 {
-	gl_Position = vertex;
+	gl_Position = piglit_vertex;
 	v = color1 + color2;
 }
 
@@ -28,15 +28,8 @@ void main()
 	gl_FragColor = v;
 }
 
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0  1.0
--1.0  1.0
-
 [test]
 uniform vec4 color1 0.5 0.0 0.0 0.0
 uniform vec4 color2 0.0 0.75 0.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
 probe all rgba 0.5 0.75 0.0 0.0
-- 
1.8.1.4



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