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authorChad Versace <chad.versace@intel.com>2016-01-22 16:36:22 -0800
committerChad Versace <chad.versace@intel.com>2016-01-22 16:38:19 -0800
commitbfca130f199bc74614b0da35f74ea61fdc822295 (patch)
tree34c5105bfaf385d5bb801b9c996ae5c2103abeb4
parent5221f654f60b95ccea91ac7c51dec8232cc822dd (diff)
tests: Fix build for to glslang update
This glslang commit broke the build: commit 7804b8ef53b3ba05d7bb0441fa6fb39389fd3f4a Author: John Kessenich <cepheus@frii.com> Date: Tue Jan 12 20:18:53 2016 -0700 Subject: KHR_vulkan_glsl: Stop allowing gl_VertexID and gl_InstanceID. Fix it with: s/gl_VertexId/gl_VertexIndex/ s/gl_InstanceID/gl_InstanceIndex/ I'm not completely sure the fix is correct, but at least it fixes the build.
-rw-r--r--src/tests/func/depthstencil/stencil_triangles.c8
-rw-r--r--src/tests/func/ssbo/interleave.c6
2 files changed, 7 insertions, 7 deletions
diff --git a/src/tests/func/depthstencil/stencil_triangles.c b/src/tests/func/depthstencil/stencil_triangles.c
index 449cc6f..ef1f77c 100644
--- a/src/tests/func/depthstencil/stencil_triangles.c
+++ b/src/tests/func/depthstencil/stencil_triangles.c
@@ -84,17 +84,17 @@ draw_triangle(void)
// Draw 3 overlapping triangles.
void main()
{
- switch (gl_VertexID) {
+ switch (gl_VertexIndex) {
case 0: gl_Position = vec4(-0.6, -0.6, 0, 1); break;
case 1: gl_Position = vec4(+0.6, -0.6, 0, 1); break;
case 2: gl_Position = vec4( 0.0, +0.6, 0, 1); break;
}
- gl_Position.x += 0.2 * (gl_InstanceID - 1);
- gl_Position.y += 0.2 * (gl_InstanceID - 1);
+ gl_Position.x += 0.2 * (gl_InstanceIndex - 1);
+ gl_Position.y += 0.2 * (gl_InstanceIndex - 1);
// blue, green, yellow
- switch (gl_InstanceID) {
+ switch (gl_InstanceIndex) {
case 0: v_color = vec4(0.2, 0.2, 1.0, 1.0); break;
case 1: v_color = vec4(0.2, 1.0, 0.2, 1.0); break;
case 2: v_color = vec4(1.0, 1.0, 0.2, 1.0); break;
diff --git a/src/tests/func/ssbo/interleave.c b/src/tests/func/ssbo/interleave.c
index 3e4c0fb..7fca63f 100644
--- a/src/tests/func/ssbo/interleave.c
+++ b/src/tests/func/ssbo/interleave.c
@@ -56,10 +56,10 @@ test(void)
void main()
{
- if (gl_VertexID % 2 == 0) {
- ssbo.arr[gl_VertexID / 2].xz = data;
+ if (gl_VertexIndex % 2 == 0) {
+ ssbo.arr[gl_VertexIndex / 2].xz = data;
} else {
- ssbo.arr[gl_VertexID / 2].yw = data;
+ ssbo.arr[gl_VertexIndex / 2].yw = data;
}
gl_Position = vec4(data, 0, 1);
}