[Piglit] [PATCH 09/15] arb_texture_query_levels: rename VS input to piglit_vertex
Marek Olšák
maraeo at gmail.com
Mon Mar 26 23:32:49 UTC 2018
From: Nicolai Hähnle <nicolai.haehnle at amd.com>
Using 'vertex' relies on undefined behavior, since shader_runner does not
setup that attribute explicitly.
---
.../spec/arb_texture_query_levels/execution/vs-baselevel.shader_test | 4 ++--
tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test | 4 ++--
tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test | 4 ++--
tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test | 4 ++--
4 files changed, 8 insertions(+), 8 deletions(-)
diff --git a/tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test
index 7e866b0fd..22ba10059 100644
--- a/tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test
+++ b/tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test
@@ -1,25 +1,25 @@
[require]
GLSL >= 1.30
GL_ARB_texture_query_levels
[vertex shader]
#extension GL_ARB_texture_query_levels: require
-in vec4 vertex;
+in vec4 piglit_vertex;
out vec4 color;
uniform sampler2D s;
uniform int expected;
void main() {
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
if (textureQueryLevels(s) == expected)
color = vec4(0,1,0,0);
else
color = vec4(1,0,0,0);
}
[fragment shader]
in vec4 color;
void main() {
diff --git a/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
index ecd56bc64..18baa5767 100644
--- a/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
+++ b/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
@@ -1,25 +1,25 @@
[require]
GLSL >= 1.30
GL_ARB_texture_query_levels
[vertex shader]
#extension GL_ARB_texture_query_levels: require
-in vec4 vertex;
+in vec4 piglit_vertex;
out vec4 color;
uniform sampler2D s;
uniform int expected;
void main() {
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
if (textureQueryLevels(s) == expected)
color = vec4(0,1,0,0);
else
color = vec4(1,0,0,0);
}
[fragment shader]
in vec4 color;
void main() {
diff --git a/tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test
index 55b725d54..623f903b6 100644
--- a/tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test
+++ b/tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test
@@ -1,25 +1,25 @@
[require]
GLSL >= 1.30
GL_ARB_texture_query_levels
[vertex shader]
#extension GL_ARB_texture_query_levels: require
-in vec4 vertex;
+in vec4 piglit_vertex;
out vec4 color;
uniform sampler2D s;
uniform int expected;
void main() {
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
if (textureQueryLevels(s) == expected)
color = vec4(0,1,0,0);
else
color = vec4(1,0,0,0);
}
[fragment shader]
in vec4 color;
void main() {
diff --git a/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
index ad70e0288..796e56483 100644
--- a/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
+++ b/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
@@ -1,27 +1,27 @@
[require]
GLSL >= 1.30
GL_ARB_texture_query_levels
[vertex shader]
#extension GL_ARB_texture_query_levels: require
-in vec4 vertex;
+in vec4 piglit_vertex;
out vec4 color;
uniform sampler2D s;
// The only thing the spec says about textures without a minification filter is:
// "If the texture is complete, a non-zero value must be returned."
void main() {
- gl_Position = vertex;
+ gl_Position = piglit_vertex;
if (textureQueryLevels(s) != 0)
color = vec4(0,1,0,0);
else
color = vec4(1,0,0,0);
}
[fragment shader]
in vec4 color;
void main() {
--
2.15.1
More information about the Piglit
mailing list