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authorEric Anholt <eric@anholt.net>2014-08-28 15:14:34 -0700
committerEric Anholt <eric@anholt.net>2015-04-10 13:41:29 -0700
commit49f68513b499187f5d59868224002e339ec1dca5 (patch)
tree241c2c19f0ac7934664aff113aea8b2df17bb5f3
parent439f4d3958d910bebd60b789683422d7c20d996d (diff)
gen_builtin_uniform_tests.py: Take advantage of draw_rect support for core contexts.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
-rw-r--r--generated_tests/gen_builtin_uniform_tests.py34
1 files changed, 7 insertions, 27 deletions
diff --git a/generated_tests/gen_builtin_uniform_tests.py b/generated_tests/gen_builtin_uniform_tests.py
index b61f95f17..9e2708f1e 100644
--- a/generated_tests/gen_builtin_uniform_tests.py
+++ b/generated_tests/gen_builtin_uniform_tests.py
@@ -362,10 +362,7 @@ class ShaderTest(object):
return self._signature.version_introduced
def draw_command(self):
- if self.glsl_version() >= 140:
- return 'draw arrays GL_TRIANGLE_FAN 0 4\n'
- else:
- return 'draw rect -1 -1 2 2\n'
+ return 'draw rect -1 -1 2 2\n'
def make_additional_requirements(self):
"""Return a string that should be included in the test's
@@ -475,21 +472,6 @@ class ShaderTest(object):
test_num % 250, test_vector, self.draw_command())
return test
- def make_vbo_data(self):
- # Starting with GLSL 1.40/GL 3.1, we need to use VBOs and
- # vertex shader input bindings for our vertex data instead of
- # the piglit drawing utilities and gl_Vertex.
- if self.glsl_version() < 140:
- return ""
- vbo = '[vertex data]\n'
- vbo += 'vertex/float/2\n'
- vbo += '-1.0 -1.0\n'
- vbo += ' 1.0 -1.0\n'
- vbo += ' 1.0 1.0\n'
- vbo += '-1.0 1.0\n'
- vbo += '\n'
- return vbo
-
def filename(self):
argtype_names = '-'.join(
str(argtype) for argtype in self._signature.argtypes)
@@ -535,8 +517,6 @@ class ShaderTest(object):
shader_test += '[compute shader]\n'
shader_test += cs
shader_test += '\n'
- if vs:
- shader_test += self.make_vbo_data()
shader_test += '[test]\n'
shader_test += 'clear color 0.0 0.0 1.0 0.0\n'
shader_test += 'clear\n'
@@ -558,9 +538,9 @@ class VertexShaderTest(ShaderTest):
def make_vertex_shader(self):
if self.glsl_version() >= 140:
return self.make_test_shader(
- 'in vec4 vertex;\n' +
+ 'in vec4 piglit_vertex;\n' +
'out vec4 color;\n',
- ' gl_Position = vertex;\n',
+ ' gl_Position = piglit_vertex;\n',
'color', '')
else:
return self.make_test_shader(
@@ -591,12 +571,12 @@ class GeometryShaderTest(ShaderTest):
def make_vertex_shader(self):
shader = ''
- shader += "in vec4 vertex;\n"
+ shader += "in vec4 piglit_vertex;\n"
shader += "out vec4 vertex_to_gs;\n"
shader += "void main()\n"
shader += "{\n"
- shader += " vertex_to_gs = vertex;\n"
+ shader += " vertex_to_gs = piglit_vertex;\n"
shader += "}\n"
return shader
@@ -639,12 +619,12 @@ class FragmentShaderTest(ShaderTest):
def make_vertex_shader(self):
shader = ""
if self.glsl_version() >= 140:
- shader += "in vec4 vertex;\n"
+ shader += "in vec4 piglit_vertex;\n"
shader += "void main()\n"
shader += "{\n"
if self.glsl_version() >= 140:
- shader += " gl_Position = vertex;\n"
+ shader += " gl_Position = piglit_vertex;\n"
else:
shader += " gl_Position = gl_Vertex;\n"
shader += "}\n"