[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



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