[Piglit] [PATCH 11/13] glsl-1.50: Modify tests to use draw rect
Ian Romanick
idr at freedesktop.org
Tue Aug 27 18:45:54 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>
Reviewed-by: Paul Berry <stereotype441 at gmail.com> [v1]
Cc: Matt Turner <mattst88 at gmail.com>
---
.../glsl-1.50/execution/geometry-basic.shader_test | 13 +++---------
.../clip-distance-in-explicitly-sized.shader_test | 13 +++---------
.../geometry/generate-zero-primitives.shader_test | 9 +--------
.../interface-blocks-complex-vs-fs.shader_test | 23 ++++++++--------------
...ce-blocks-same-uniform-varying-name.shader_test | 15 ++++----------
.../interface-blocks-simple-varying.shader_test | 15 ++++----------
.../execution/interface-blocks-with-gs.shader_test | 13 +++---------
tests/spec/glsl-1.50/execution/sanity.shader_test | 13 +++---------
.../glsl-1.50/execution/unused-outputs.shader_test | 13 +++---------
.../varying-struct-basic-vs-fs.shader_test | 13 +++---------
10 files changed, 35 insertions(+), 105 deletions(-)
diff --git a/tests/spec/glsl-1.50/execution/geometry-basic.shader_test b/tests/spec/glsl-1.50/execution/geometry-basic.shader_test
index 06d0209..3954641 100644
--- a/tests/spec/glsl-1.50/execution/geometry-basic.shader_test
+++ b/tests/spec/glsl-1.50/execution/geometry-basic.shader_test
@@ -5,12 +5,12 @@ GLSL >= 1.50
[vertex shader]
#version 150
-in vec4 vertex;
+in vec4 piglit_vertex;
out vec4 vertex_to_gs;
void main()
{
- vertex_to_gs = vertex;
+ vertex_to_gs = piglit_vertex;
}
[geometry shader]
@@ -39,13 +39,6 @@ void main()
color = vec4(0.0, 1.0, 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]
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/geometry/clip-distance-in-explicitly-sized.shader_test b/tests/spec/glsl-1.50/execution/geometry/clip-distance-in-explicitly-sized.shader_test
index e8d751e..005189b 100644
--- a/tests/spec/glsl-1.50/execution/geometry/clip-distance-in-explicitly-sized.shader_test
+++ b/tests/spec/glsl-1.50/execution/geometry/clip-distance-in-explicitly-sized.shader_test
@@ -12,11 +12,11 @@ out gl_PerVertex {
vec4 gl_Position;
float gl_ClipDistance[2];
};
-in vec4 vertex;
+in vec4 piglit_vertex;
void main()
{
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
}
[geometry shader]
@@ -58,13 +58,6 @@ void main()
gl_FragColor = vec4(0.0, 1.0, 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]
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/geometry/generate-zero-primitives.shader_test b/tests/spec/glsl-1.50/execution/geometry/generate-zero-primitives.shader_test
index f648b34..879a3f2 100644
--- a/tests/spec/glsl-1.50/execution/geometry/generate-zero-primitives.shader_test
+++ b/tests/spec/glsl-1.50/execution/geometry/generate-zero-primitives.shader_test
@@ -22,15 +22,8 @@ void main()
gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0);
}
-[vertex data]
-piglit_vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0 1.0
--1.0 1.0
-
[test]
clear color 0 0 0 0
clear
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgb 0.0 0.0 0.0
diff --git a/tests/spec/glsl-1.50/execution/interface-blocks-complex-vs-fs.shader_test b/tests/spec/glsl-1.50/execution/interface-blocks-complex-vs-fs.shader_test
index b3f33e7..e2cef35 100644
--- a/tests/spec/glsl-1.50/execution/interface-blocks-complex-vs-fs.shader_test
+++ b/tests/spec/glsl-1.50/execution/interface-blocks-complex-vs-fs.shader_test
@@ -2,7 +2,7 @@
GLSL >= 1.50
[vertex shader]
-in vec4 vertex;
+in vec4 piglit_vertex;
uniform ublk {
uniform vec4 color;
@@ -19,7 +19,7 @@ void vs4_set_a();
void main()
{
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
r.r = c.color.r;
vs2_set_gb();
vs3_set_b();
@@ -124,35 +124,28 @@ void main()
gl_FragColor.a = a;
}
-[vertex data]
-vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0 1.0
--1.0 1.0
-
[test]
uniform vec4 ublk.color 1.0 0.0 0.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 1.0 0.0 0.0 0.0
uniform vec4 ublk.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
uniform vec4 ublk.color 0.0 0.0 1.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 0.0 1.0 0.0
uniform vec4 ublk.color 0.0 0.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 0.0 0.0 1.0
uniform vec4 ublk.color 1.0 0.0 1.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 1.0 0.0 1.0 0.0
uniform vec4 ublk.color 0.0 1.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/interface-blocks-same-uniform-varying-name.shader_test b/tests/spec/glsl-1.50/execution/interface-blocks-same-uniform-varying-name.shader_test
index cb7e2d8..7ffc29b 100644
--- a/tests/spec/glsl-1.50/execution/interface-blocks-same-uniform-varying-name.shader_test
+++ b/tests/spec/glsl-1.50/execution/interface-blocks-same-uniform-varying-name.shader_test
@@ -18,7 +18,7 @@
GLSL >= 1.50
[vertex shader]
-in vec4 vertex;
+in vec4 piglit_vertex;
uniform block {
uniform vec4 color;
@@ -30,7 +30,7 @@ out block {
void main()
{
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
vcolor.color = ucolor.color;
}
@@ -45,19 +45,12 @@ void main()
gl_FragColor = vcolor.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 block.color 1.0 0.0 1.0 0.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 1.0 0.0 1.0 0.0
uniform vec4 block.color 0.0 1.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/interface-blocks-simple-varying.shader_test b/tests/spec/glsl-1.50/execution/interface-blocks-simple-varying.shader_test
index f8f38c8..aa14c94 100644
--- a/tests/spec/glsl-1.50/execution/interface-blocks-simple-varying.shader_test
+++ b/tests/spec/glsl-1.50/execution/interface-blocks-simple-varying.shader_test
@@ -4,7 +4,7 @@ GLSL >= 1.50
[vertex shader]
#version 150
-in vec4 vertex;
+in vec4 piglit_vertex;
uniform vec4 color;
@@ -16,7 +16,7 @@ out vec4 c;
void main()
{
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
inst_a.a = color;
}
@@ -32,19 +32,12 @@ void main()
gl_FragColor = inst_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 vec4 color 0.0 0.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 0.0 0.0 1.0
uniform vec4 color 0.0 1.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/interface-blocks-with-gs.shader_test b/tests/spec/glsl-1.50/execution/interface-blocks-with-gs.shader_test
index de0a4a7..5a91822 100644
--- a/tests/spec/glsl-1.50/execution/interface-blocks-with-gs.shader_test
+++ b/tests/spec/glsl-1.50/execution/interface-blocks-with-gs.shader_test
@@ -5,7 +5,7 @@ GLSL >= 1.50
[vertex shader]
#version 150
-in vec4 vertex;
+in vec4 piglit_vertex;
out block {
vec4 vertex_to_gs;
@@ -13,7 +13,7 @@ out block {
void main()
{
- vertex_to_gs = vertex;
+ vertex_to_gs = piglit_vertex;
}
[geometry shader]
@@ -44,14 +44,7 @@ void main()
color = vec4(0.0, 1.0, 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]
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/sanity.shader_test b/tests/spec/glsl-1.50/execution/sanity.shader_test
index 96d1484..2c261d3 100644
--- a/tests/spec/glsl-1.50/execution/sanity.shader_test
+++ b/tests/spec/glsl-1.50/execution/sanity.shader_test
@@ -16,22 +16,15 @@ void main() {
color = u_color;
}
-[vertex data]
-piglit_vertex/float/2
--1.0 -1.0
- 1.0 -1.0
- 1.0 1.0
--1.0 1.0
-
[test]
uniform vec4 u_color 1.0 0.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 1.0 0.0 0.0 1.0
uniform vec4 u_color 0.0 1.0 0.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
uniform vec4 u_color 0.0 0.0 1.0 1.0
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 0.0 1.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/unused-outputs.shader_test b/tests/spec/glsl-1.50/execution/unused-outputs.shader_test
index ed44d60..5620dc1 100644
--- a/tests/spec/glsl-1.50/execution/unused-outputs.shader_test
+++ b/tests/spec/glsl-1.50/execution/unused-outputs.shader_test
@@ -11,7 +11,7 @@ GLSL >= 1.50
[vertex shader]
#version 150
-in vec4 vertex;
+in vec4 piglit_vertex;
out float a;
out float b;
@@ -21,7 +21,7 @@ void main()
{
a = 3.0;
b = 1.0;
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
}
[fragment shader]
@@ -35,14 +35,7 @@ void main()
gl_FragColor = vec4(0.0, b, 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]
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.50/execution/varying-struct-basic-vs-fs.shader_test b/tests/spec/glsl-1.50/execution/varying-struct-basic-vs-fs.shader_test
index b10bb69..a805954 100644
--- a/tests/spec/glsl-1.50/execution/varying-struct-basic-vs-fs.shader_test
+++ b/tests/spec/glsl-1.50/execution/varying-struct-basic-vs-fs.shader_test
@@ -24,7 +24,7 @@ GLSL >= 1.50
uniform float ref;
-in vec4 vertex;
+in vec4 piglit_vertex;
struct Foo
{
mat4 a;
@@ -39,7 +39,7 @@ out Foo foo;
void main()
{
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
foo.a = mat4(ref, ref + 1.0, ref + 2.0, ref + 3.0,
ref + 4.0, ref + 5.0, ref + 6.0, ref + 7.0,
@@ -108,14 +108,7 @@ void main()
color = vec4(0.0, 1.0, 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 float ref 137.035999074
-draw arrays GL_TRIANGLE_FAN 0 4
+draw rect -1 -1 2 2
probe all rgba 0.0 1.0 0.0 1.0
--
1.8.1.4
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