diff options
author | Eric Anholt <eric@anholt.net> | 2014-08-28 15:14:34 -0700 |
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committer | Eric Anholt <eric@anholt.net> | 2015-04-10 13:41:29 -0700 |
commit | 49f68513b499187f5d59868224002e339ec1dca5 (patch) | |
tree | 241c2c19f0ac7934664aff113aea8b2df17bb5f3 | |
parent | 439f4d3958d910bebd60b789683422d7c20d996d (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.py | 34 |
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" |