diff options
author | Vinson Lee <vlee@freedesktop.org> | 2012-11-05 17:32:04 -0800 |
---|---|---|
committer | Vinson Lee <vlee@freedesktop.org> | 2012-11-05 17:32:04 -0800 |
commit | 99bdfc697894abd0565fcc6ea2ca3415c30fe67e (patch) | |
tree | 94946fede5d0d6303fd96ee19a46a6369653e4c8 /tests | |
parent | 911135da374af863c4067576ef99acf97d3b8b30 (diff) |
attribs: Avoid FLOAT/UINT/INT symbols.
These symbols are defined in the Windows header windef.h.
Signed-off-by: Vinson Lee <vlee@freedesktop.org>
Diffstat (limited to 'tests')
-rw-r--r-- | tests/general/attribs.c | 164 |
1 files changed, 82 insertions, 82 deletions
diff --git a/tests/general/attribs.c b/tests/general/attribs.c index 586c623a..7e8fc138 100644 --- a/tests/general/attribs.c +++ b/tests/general/attribs.c @@ -50,9 +50,9 @@ enum { }; enum { - FLOAT, - INT, - UINT + FLOAT_TYPE, + INT_TYPE, + UINT_TYPE }; enum { @@ -137,8 +137,8 @@ static GLboolean test(int x, int y, const char *shaderfunc, }; sprintf(vstext, templ, - type != FLOAT ? "#version 130" : "", - type == INT ? "ivec4" : type == UINT ? "uvec4" : "vec4", + type != FLOAT_TYPE ? "#version 130" : "", + type == INT_TYPE ? "ivec4" : type == UINT_TYPE ? "uvec4" : "vec4", shaderfunc); /* Create the shader. */ @@ -239,35 +239,35 @@ typedef GLboolean (*test_func)(int x, int y, unsigned mode); /* GL 2.0 */ /* XXX This list is incomplete. */ -DEFINE_TEST(glColor3b,, (B(x), B(y), B(z)), "gl_Color", RGB, FLOAT, "") -DEFINE_TEST(glColor3d,, (x, y, z), "gl_Color", RGB, FLOAT, "") -DEFINE_TEST(glColor3f,, (x, y, z), "gl_Color", RGB, FLOAT, "") -DEFINE_TEST(glColor3i,, (I(x), I(y), I(z)), "gl_Color", RGB, FLOAT, "") -DEFINE_TEST(glColor3s,, (S(x), S(y), S(z)), "gl_Color", RGB, FLOAT, "") -DEFINE_TEST(glColor3ub,, (UB(x), UB(y), UB(z)), "gl_Color", RGB, FLOAT, "") -DEFINE_TEST(glColor3ui,, (UI(x), UI(y), UI(z)), "gl_Color", RGB, FLOAT, "") -DEFINE_TEST(glColor3us,, (US(x), US(y), US(z)), "gl_Color", RGB, FLOAT, "") -DEFINE_TEST(glColor4b,, (B(x), B(y), B(z), B(w)), "gl_Color", RGBA, FLOAT, "") -DEFINE_TEST(glColor4d,, (x, y, z, w), "gl_Color", RGBA, FLOAT, "") -DEFINE_TEST(glColor4f,, (x, y, z, w), "gl_Color", RGBA, FLOAT, "") -DEFINE_TEST(glColor4i,, (I(x), I(y), I(z), I(w)), "gl_Color", RGBA, FLOAT, "") -DEFINE_TEST(glColor4s,, (S(x), S(y), S(z), S(w)), "gl_Color", RGBA, FLOAT, "") -DEFINE_TEST(glColor4ub,, (UB(x), UB(y), UB(z), UB(w)), "gl_Color", RGBA, FLOAT, "") -DEFINE_TEST(glColor4ui,, (UI(x), UI(y), UI(z), UI(w)), "gl_Color", RGBA, FLOAT, "") -DEFINE_TEST(glColor4us,, (US(x), US(y), US(z), US(w)), "gl_Color",RGBA, FLOAT, "") -DEFINE_TEST(glVertexAttrib1d,, (1, x), "attr", R, FLOAT, "") -DEFINE_TEST(glVertexAttrib1f,, (1, x), "attr", R, FLOAT, "") -DEFINE_TEST(glVertexAttrib1s,, (1, S(x)), "attr * vec4(1.0/32768.0, 1.0, 1.0, 1.0)", R, FLOAT, "") -DEFINE_TEST(glVertexAttrib2d,, (1, x, y), "attr", RG, FLOAT, "") -DEFINE_TEST(glVertexAttrib2f,, (1, x, y), "attr", RG, FLOAT, "") -DEFINE_TEST(glVertexAttrib2s,, (1, S(x), S(y)), "attr * vec4(vec2(1.0/32768.0), 1.0, 1.0)", RG, FLOAT, "") -DEFINE_TEST(glVertexAttrib3d,, (1, x, y, z), "attr", RGB, FLOAT, "") -DEFINE_TEST(glVertexAttrib3f,, (1, x, y, z), "attr", RGB, FLOAT, "") -DEFINE_TEST(glVertexAttrib3s,, (1, S(x), S(y), S(z)), "attr * vec4(vec3(1.0/32768.0), 1.0)", RGB, FLOAT, "") -DEFINE_TEST(glVertexAttrib4Nub,, (1, UB(x), UB(y), UB(z), UB(w)), "attr", RGBA, FLOAT, "") -DEFINE_TEST(glVertexAttrib4d,, (1, x, y, z, w), "attr", RGBA, FLOAT, "") -DEFINE_TEST(glVertexAttrib4f,, (1, x, y, z, w), "attr", RGBA, FLOAT, "") -DEFINE_TEST(glVertexAttrib4s,, (1, S(x), S(y), S(z), S(w)), "attr * vec4(1.0/32768.0)", RGBA, FLOAT, "") +DEFINE_TEST(glColor3b,, (B(x), B(y), B(z)), "gl_Color", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glColor3d,, (x, y, z), "gl_Color", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glColor3f,, (x, y, z), "gl_Color", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glColor3i,, (I(x), I(y), I(z)), "gl_Color", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glColor3s,, (S(x), S(y), S(z)), "gl_Color", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glColor3ub,, (UB(x), UB(y), UB(z)), "gl_Color", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glColor3ui,, (UI(x), UI(y), UI(z)), "gl_Color", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glColor3us,, (US(x), US(y), US(z)), "gl_Color", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glColor4b,, (B(x), B(y), B(z), B(w)), "gl_Color", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glColor4d,, (x, y, z, w), "gl_Color", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glColor4f,, (x, y, z, w), "gl_Color", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glColor4i,, (I(x), I(y), I(z), I(w)), "gl_Color", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glColor4s,, (S(x), S(y), S(z), S(w)), "gl_Color", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glColor4ub,, (UB(x), UB(y), UB(z), UB(w)), "gl_Color", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glColor4ui,, (UI(x), UI(y), UI(z), UI(w)), "gl_Color", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glColor4us,, (US(x), US(y), US(z), US(w)), "gl_Color",RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib1d,, (1, x), "attr", R, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib1f,, (1, x), "attr", R, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib1s,, (1, S(x)), "attr * vec4(1.0/32768.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib2d,, (1, x, y), "attr", RG, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib2f,, (1, x, y), "attr", RG, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib2s,, (1, S(x), S(y)), "attr * vec4(vec2(1.0/32768.0), 1.0, 1.0)", RG, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib3d,, (1, x, y, z), "attr", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib3f,, (1, x, y, z), "attr", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib3s,, (1, S(x), S(y), S(z)), "attr * vec4(vec3(1.0/32768.0), 1.0)", RGB, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib4Nub,, (1, UB(x), UB(y), UB(z), UB(w)), "attr", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib4d,, (1, x, y, z, w), "attr", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib4f,, (1, x, y, z, w), "attr", RGBA, FLOAT_TYPE, "") +DEFINE_TEST(glVertexAttrib4s,, (1, S(x), S(y), S(z), S(w)), "attr * vec4(1.0/32768.0)", RGBA, FLOAT_TYPE, "") static test_func tests_GL2[] = { test_glColor3b, @@ -305,21 +305,21 @@ static test_func tests_GL2[] = { /* GL 3.0 */ DEFINE_TEST(glVertexAttribI1i,, (1, I(x)), - "vec4(attr) * vec4(1.0/2147483647.0, 1.0, 1.0, 1.0)", R, INT, "") + "vec4(attr) * vec4(1.0/2147483647.0, 1.0, 1.0, 1.0)", R, INT_TYPE, "") DEFINE_TEST(glVertexAttribI2i,, (1, I(x), I(y)), - "vec4(attr) * vec4(vec2(1.0/2147483647.0), 1.0, 1.0)", RG, INT, "") + "vec4(attr) * vec4(vec2(1.0/2147483647.0), 1.0, 1.0)", RG, INT_TYPE, "") DEFINE_TEST(glVertexAttribI3i,, (1, I(x), I(y), I(z)), - "vec4(attr) * vec4(vec3(1.0/2147483647.0), 1.0)", RGB, INT, "") + "vec4(attr) * vec4(vec3(1.0/2147483647.0), 1.0)", RGB, INT_TYPE, "") DEFINE_TEST(glVertexAttribI4i,, (1, I(x), I(y), I(z), I(w)), - "vec4(attr) * vec4(1.0/2147483647.0)", RGBA, INT, "") + "vec4(attr) * vec4(1.0/2147483647.0)", RGBA, INT_TYPE, "") DEFINE_TEST(glVertexAttribI1ui,, (1, UI(x)), - "vec4(attr) * vec4(1.0/4294967295.0, 1.0, 1.0, 1.0)", R, UINT, "") + "vec4(attr) * vec4(1.0/4294967295.0, 1.0, 1.0, 1.0)", R, UINT_TYPE, "") DEFINE_TEST(glVertexAttribI2ui,, (1, UI(x), UI(y)), - "vec4(attr) * vec4(vec2(1.0/4294967295.0), 1.0, 1.0)", RG, UINT, "") + "vec4(attr) * vec4(vec2(1.0/4294967295.0), 1.0, 1.0)", RG, UINT_TYPE, "") DEFINE_TEST(glVertexAttribI3ui,, (1, UI(x), UI(y), UI(z)), - "vec4(attr) * vec4(vec3(1.0/4294967295.0), 1.0)", RGB, UINT, "") + "vec4(attr) * vec4(vec3(1.0/4294967295.0), 1.0)", RGB, UINT_TYPE, "") DEFINE_TEST(glVertexAttribI4ui,, (1, UI(x), UI(y), UI(z), UI(w)), - "vec4(attr) * vec4(1.0/4294967295.0)", RGBA, UINT, "") + "vec4(attr) * vec4(1.0/4294967295.0)", RGBA, UINT_TYPE, "") static test_func tests_GL3[] = { test_glVertexAttribI1i, @@ -344,91 +344,91 @@ static test_func tests_GL3[] = { /* GL_INT_2_10_10_10_REV */ DEFINE_TEST(glTexCoordP1ui,, (GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)), - "gl_MultiTexCoord0 * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT, "GL_INT_2_10_10_10_REV") + "gl_MultiTexCoord0 * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glTexCoordP2ui,, (GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)), - "gl_MultiTexCoord0 * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT, "GL_INT_2_10_10_10_REV") + "gl_MultiTexCoord0 * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glTexCoordP3ui,, (GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)), - "gl_MultiTexCoord0 * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT, "GL_INT_2_10_10_10_REV") + "gl_MultiTexCoord0 * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glTexCoordP4ui,, (GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)), - "gl_MultiTexCoord0 * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT, "GL_INT_2_10_10_10_REV") + "gl_MultiTexCoord0 * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glMultiTexCoordP1ui,, (GL_TEXTURE1, GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)), - "gl_MultiTexCoord1 * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT, "GL_INT_2_10_10_10_REV") + "gl_MultiTexCoord1 * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glMultiTexCoordP2ui,, (GL_TEXTURE1, GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)), - "gl_MultiTexCoord1 * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT, "GL_INT_2_10_10_10_REV") + "gl_MultiTexCoord1 * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glMultiTexCoordP3ui,, (GL_TEXTURE1, GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)), - "gl_MultiTexCoord1 * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT, "GL_INT_2_10_10_10_REV") + "gl_MultiTexCoord1 * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glMultiTexCoordP4ui,, (GL_TEXTURE1, GL_INT_2_10_10_10_REV, P1010102(x,y,z,w)), - "gl_MultiTexCoord1 * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT, "GL_INT_2_10_10_10_REV") + "gl_MultiTexCoord1 * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glNormalP3ui,, (GL_INT_2_10_10_10_REV, PN1010102(x,y,z,w)), - "vec4(gl_Normal, 1.0)", RGB, FLOAT, "GL_INT_2_10_10_10_REV-norm") + "vec4(gl_Normal, 1.0)", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm") DEFINE_TEST(glColorP3ui,, (GL_INT_2_10_10_10_REV, PN1010102(x,y,z,w)), - "gl_Color", RGB, FLOAT, "GL_INT_2_10_10_10_REV-norm") + "gl_Color", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm") DEFINE_TEST(glColorP4ui,, (GL_INT_2_10_10_10_REV, PN1010102(x,y,z,w)), - "gl_Color", RGBA, FLOAT, "GL_INT_2_10_10_10_REV-norm") + "gl_Color", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm") DEFINE_TEST(glSecondaryColorP3ui,, (GL_INT_2_10_10_10_REV, PN1010102(x,y,z,w)), - "gl_SecondaryColor", RGB, FLOAT, "GL_INT_2_10_10_10_REV-norm") + "gl_SecondaryColor", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm") /* GL_INT_2_10_10_10_REV unnormalized */ DEFINE_TEST(glVertexAttribP1ui,, (1, GL_INT_2_10_10_10_REV, 0, P1010102(x,y,z,w)), - "attr * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT, "GL_INT_2_10_10_10_REV") + "attr * vec4(1.0/511.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glVertexAttribP2ui,, (1, GL_INT_2_10_10_10_REV, 0, P1010102(x,y,z,w)), - "attr * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT, "GL_INT_2_10_10_10_REV") + "attr * vec4(vec2(1.0/511.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glVertexAttribP3ui,, (1, GL_INT_2_10_10_10_REV, 0, P1010102(x,y,z,w)), - "attr * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT, "GL_INT_2_10_10_10_REV") + "attr * vec4(vec3(1.0/511.0), 1.0)", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") DEFINE_TEST(glVertexAttribP4ui,, (1, GL_INT_2_10_10_10_REV, 0, P1010102(x,y,z,w)), - "attr * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT, "GL_INT_2_10_10_10_REV") + "attr * vec4(vec3(1.0/511.0), 1.0)", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV") /* GL_INT_2_10_10_10_REV normalized */ DEFINE_TEST(glVertexAttribP1ui,_norm, (1, GL_INT_2_10_10_10_REV, 1, PN1010102(x,y,z,w)), - "attr", R, FLOAT, "GL_INT_2_10_10_10_REV-norm") + "attr", R, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm") DEFINE_TEST(glVertexAttribP2ui,_norm, (1, GL_INT_2_10_10_10_REV, 1, PN1010102(x,y,z,w)), - "attr", RG, FLOAT, "GL_INT_2_10_10_10_REV-norm") + "attr", RG, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm") DEFINE_TEST(glVertexAttribP3ui,_norm, (1, GL_INT_2_10_10_10_REV, 1, PN1010102(x,y,z,w)), - "attr", RGB, FLOAT, "GL_INT_2_10_10_10_REV-norm") + "attr", RGB, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm") DEFINE_TEST(glVertexAttribP4ui,_norm, (1, GL_INT_2_10_10_10_REV, 1, PN1010102(x,y,z,w)), - "attr", RGBA, FLOAT, "GL_INT_2_10_10_10_REV-norm") + "attr", RGBA, FLOAT_TYPE, "GL_INT_2_10_10_10_REV-norm") /* GL_UNSIGNED_INT_2_10_10_10_REV */ DEFINE_TEST(glTexCoordP1ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_MultiTexCoord0 * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "gl_MultiTexCoord0 * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glTexCoordP2ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_MultiTexCoord0 * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "gl_MultiTexCoord0 * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glTexCoordP3ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_MultiTexCoord0 * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "gl_MultiTexCoord0 * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glTexCoordP4ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_MultiTexCoord0 * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "gl_MultiTexCoord0 * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glMultiTexCoordP1ui,_uint, (GL_TEXTURE1, GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_MultiTexCoord1 * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "gl_MultiTexCoord1 * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glMultiTexCoordP2ui,_uint, (GL_TEXTURE1, GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_MultiTexCoord1 * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "gl_MultiTexCoord1 * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glMultiTexCoordP3ui,_uint, (GL_TEXTURE1, GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_MultiTexCoord1 * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "gl_MultiTexCoord1 * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glMultiTexCoordP4ui,_uint, (GL_TEXTURE1, GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_MultiTexCoord1 * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "gl_MultiTexCoord1 * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glNormalP3ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "vec4(gl_Normal, 1.0)", RGB, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") + "vec4(gl_Normal, 1.0)", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") DEFINE_TEST(glColorP3ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_Color", RGB, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") + "gl_Color", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") DEFINE_TEST(glColorP4ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_Color", RGBA, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") + "gl_Color", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") DEFINE_TEST(glSecondaryColorP3ui,_uint, (GL_UNSIGNED_INT_2_10_10_10_REV, UP1010102(x,y,z,w)), - "gl_SecondaryColor", RGB, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") + "gl_SecondaryColor", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") /* GL_UNSIGNED_INT_2_10_10_10_REV unnormalized */ DEFINE_TEST(glVertexAttribP1ui,_uint, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 0, UP1010102(x,y,z,w)), - "attr * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "attr * vec4(1.0/1023.0, 1.0, 1.0, 1.0)", R, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glVertexAttribP2ui,_uint, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 0, UP1010102(x,y,z,w)), - "attr * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "attr * vec4(vec2(1.0/1023.0), 1.0, 1.0)", RG, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glVertexAttribP3ui,_uint, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 0, UP1010102(x,y,z,w)), - "attr * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "attr * vec4(vec3(1.0/1023.0), 1.0)", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") DEFINE_TEST(glVertexAttribP4ui,_uint, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 0, UP1010102(x,y,z,w)), - "attr * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV") + "attr * vec4(vec3(1.0/1023.0), 1.0/3.0)", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV") /* GL_UNSIGNED_INT_2_10_10_10_REV normalized */ DEFINE_TEST(glVertexAttribP1ui,_uint_norm, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 1, UP1010102(x,y,z,w)), - "attr", R, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") + "attr", R, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") DEFINE_TEST(glVertexAttribP2ui,_uint_norm, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 1, UP1010102(x,y,z,w)), - "attr", RG, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") + "attr", RG, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") DEFINE_TEST(glVertexAttribP3ui,_uint_norm, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 1, UP1010102(x,y,z,w)), - "attr", RGB, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") + "attr", RGB, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") DEFINE_TEST(glVertexAttribP4ui,_uint_norm, (1, GL_UNSIGNED_INT_2_10_10_10_REV, 1, UP1010102(x,y,z,w)), - "attr", RGBA, FLOAT, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") + "attr", RGBA, FLOAT_TYPE, "GL_UNSIGNED_INT_2_10_10_10_REV-norm") static test_func tests_GL_ARB_vertex_type_2_10_10_10_rev[] = { test_glTexCoordP1ui, |