[Piglit] [RFC 10/25] gen_tcs_input_tests.py: replace tabs with spaces
Dylan Baker
baker.dylan.c at gmail.com
Wed Oct 7 14:17:11 PDT 2015
Signed-off-by: Dylan Baker <dylanx.c.baker at intel.com>
---
generated_tests/gen_tcs_input_tests.py | 60 +++++++++++++++++-----------------
1 file changed, 30 insertions(+), 30 deletions(-)
diff --git a/generated_tests/gen_tcs_input_tests.py b/generated_tests/gen_tcs_input_tests.py
index a2f7ae3..883c5cc 100644
--- a/generated_tests/gen_tcs_input_tests.py
+++ b/generated_tests/gen_tcs_input_tests.py
@@ -181,16 +181,16 @@ GL_ARB_tessellation_shader
[vertex shader]
uniform struct S0 {{
- {self.var_type_full} v;
+ {self.var_type_full} v;
}} reference[12];
out {self.interface_name} {{
- {self.var_type_full} {self.var_name};
+ {self.var_type_full} {self.var_name};
}} {self.interface_vs_instance};
void main()
{{
- {self.interface_vs_instance}{self.vs_var_ref} = reference[gl_VertexID].v;
+ {self.interface_vs_instance}{self.vs_var_ref} = reference[gl_VertexID].v;
}}
[tessellation control shader]
@@ -198,27 +198,27 @@ void main()
layout(vertices = 3) out;
uniform struct S0 {{
- {self.var_type_full} v;
+ {self.var_type_full} v;
}} reference[12];
in {self.interface_name} {{
- {self.var_type_full} {self.var_name};
+ {self.var_type_full} {self.var_name};
}} {self.interface_tcs_instance}[];
out int pass[];
void main()
{{
- const int vertices_in = 3;
- int local_pass = 1;
- for (int i = 0; i < vertices_in; ++i) {{
- int vertex_ID = gl_PrimitiveID * vertices_in + i;
- if ({self.interface_tcs_instance}[i]{self.tcs_var_ref} != reference[vertex_ID].v)
- local_pass = 0;
- }}
- pass[gl_InvocationID] = local_pass;
- gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
- gl_TessLevelInner = float[2](1.0, 1.0);
+ const int vertices_in = 3;
+ int local_pass = 1;
+ for (int i = 0; i < vertices_in; ++i) {{
+ int vertex_ID = gl_PrimitiveID * vertices_in + i;
+ if ({self.interface_tcs_instance}[i]{self.tcs_var_ref} != reference[vertex_ID].v)
+ local_pass = 0;
+ }}
+ pass[gl_InvocationID] = local_pass;
+ gl_TessLevelOuter = float[4](1.0, 1.0, 1.0, 1.0);
+ gl_TessLevelInner = float[2](1.0, 1.0);
}}
[tessellation evaluation shader]
@@ -231,20 +231,20 @@ out vec4 vert_color;
void main()
{{
- const vec4 red = vec4(1, 0, 0, 1);
- const vec4 green = vec4(0, 1, 0, 1);
- vec2[3] position = vec2[3](
- vec2(float(gl_PrimitiveID / 2) - 1.0, float(gl_PrimitiveID % 2) - 1.0),
- vec2(float(gl_PrimitiveID / 2) - 0.0, float(gl_PrimitiveID % 2) - 1.0),
- vec2(float(gl_PrimitiveID / 2) - 1.0, float(gl_PrimitiveID % 2) - 0.0)
- );
- gl_Position = vec4(position[0]
- + (position[1] - position[0]) * gl_TessCoord[0]
- + (position[2] - position[0]) * gl_TessCoord[1], 0.0, 1.0);
- vert_color = green;
- if (pass[0] == 0 || pass[1] == 0 || pass[2] == 0) {{
- vert_color = red;
- }}
+ const vec4 red = vec4(1, 0, 0, 1);
+ const vec4 green = vec4(0, 1, 0, 1);
+ vec2[3] position = vec2[3](
+ vec2(float(gl_PrimitiveID / 2) - 1.0, float(gl_PrimitiveID % 2) - 1.0),
+ vec2(float(gl_PrimitiveID / 2) - 0.0, float(gl_PrimitiveID % 2) - 1.0),
+ vec2(float(gl_PrimitiveID / 2) - 1.0, float(gl_PrimitiveID % 2) - 0.0)
+ );
+ gl_Position = vec4(position[0]
+ + (position[1] - position[0]) * gl_TessCoord[0]
+ + (position[2] - position[0]) * gl_TessCoord[1], 0.0, 1.0);
+ vert_color = green;
+ if (pass[0] == 0 || pass[1] == 0 || pass[2] == 0) {{
+ vert_color = red;
+ }}
}}
[fragment shader]
@@ -255,7 +255,7 @@ out vec4 frag_color;
void main()
{{
- frag_color = vert_color;
+ frag_color = vert_color;
}}
[test]
--
2.6.0
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