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authorChad Versace <chad.versace@linux.intel.com>2012-12-03 16:16:34 -0800
committerChad Versace <chad.versace@linux.intel.com>2012-12-11 12:44:50 -0600
commit7bfb545baf9ad0cafb1b11c31a66e7912b51e122 (patch)
tree81561172e46bd8abd4cb59bdac1eb030fbfbff43 /tests/shaders
parent28930d011713c252db699b8fbd3b8c639fd4e898 (diff)
shader_runner: Remove extension suffixes when possible
If an extension has been promoted, then stop using the suffixed symbol. Now that we have piglit-dispatch, there is no need to use the suffixed symbols. This cleanup makes porting shader_runner to GLES3 easier. Signed-off-by: Chad Versace <chad.versace@linux.intel.com>
Diffstat (limited to 'tests/shaders')
-rw-r--r--tests/shaders/shader_runner.c46
1 files changed, 23 insertions, 23 deletions
diff --git a/tests/shaders/shader_runner.c b/tests/shaders/shader_runner.c
index df482dde..11753f09 100644
--- a/tests/shaders/shader_runner.c
+++ b/tests/shaders/shader_runner.c
@@ -195,7 +195,7 @@ compile_glsl(GLenum target, bool release_text)
case GL_FRAGMENT_SHADER:
piglit_require_fragment_shader();
break;
- case GL_GEOMETRY_SHADER_ARB:
+ case GL_GEOMETRY_SHADER:
if (gl_version.num < 32)
piglit_require_extension("GL_ARB_geometry_shader4");
break;
@@ -258,7 +258,7 @@ compile_glsl(GLenum target, bool release_text)
vertex_shaders[num_vertex_shaders] = shader;
num_vertex_shaders++;
break;
- case GL_GEOMETRY_SHADER_ARB:
+ case GL_GEOMETRY_SHADER:
geometry_shaders[num_geometry_shaders] = shader;
num_geometry_shaders++;
break;
@@ -1375,7 +1375,7 @@ draw_instanced_rect(int primcount, float x, float y, float w, float h)
glVertexPointer(4, GL_FLOAT, 0, verts);
glEnableClientState(GL_VERTEX_ARRAY);
- glDrawArraysInstancedARB(GL_QUADS, 0, 4, primcount);
+ glDrawArraysInstanced(GL_QUADS, 0, 4, primcount);
glDisableClientState(GL_VERTEX_ARRAY);
}
@@ -1719,13 +1719,13 @@ piglit_display(void)
piglit_depth_texture(GL_TEXTURE_2D, GL_DEPTH_COMPONENT,
w, h, 1, GL_FALSE);
glTexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
+ GL_TEXTURE_COMPARE_MODE,
+ GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D,
- GL_TEXTURE_COMPARE_FUNC_ARB,
+ GL_TEXTURE_COMPARE_FUNC,
GL_GREATER);
glTexParameteri(GL_TEXTURE_2D,
- GL_DEPTH_TEXTURE_MODE_ARB,
+ GL_DEPTH_TEXTURE_MODE,
GL_INTENSITY);
glEnable(GL_TEXTURE_2D);
@@ -1736,13 +1736,13 @@ piglit_display(void)
piglit_depth_texture(GL_TEXTURE_RECTANGLE, GL_DEPTH_COMPONENT,
w, h, 1, GL_FALSE);
glTexParameteri(GL_TEXTURE_RECTANGLE,
- GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
+ GL_TEXTURE_COMPARE_MODE,
+ GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_RECTANGLE,
- GL_TEXTURE_COMPARE_FUNC_ARB,
+ GL_TEXTURE_COMPARE_FUNC,
GL_GREATER);
glTexParameteri(GL_TEXTURE_RECTANGLE,
- GL_DEPTH_TEXTURE_MODE_ARB,
+ GL_DEPTH_TEXTURE_MODE,
GL_INTENSITY);
} else if (sscanf(line,
"texture shadow1D %d ( %d )",
@@ -1751,13 +1751,13 @@ piglit_display(void)
piglit_depth_texture(GL_TEXTURE_1D, GL_DEPTH_COMPONENT,
w, 1, 1, GL_FALSE);
glTexParameteri(GL_TEXTURE_1D,
- GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
+ GL_TEXTURE_COMPARE_MODE,
+ GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_1D,
- GL_TEXTURE_COMPARE_FUNC_ARB,
+ GL_TEXTURE_COMPARE_FUNC,
GL_GREATER);
glTexParameteri(GL_TEXTURE_1D,
- GL_DEPTH_TEXTURE_MODE_ARB,
+ GL_DEPTH_TEXTURE_MODE,
GL_INTENSITY);
} else if (sscanf(line,
"texture shadow1DArray %d ( %d , %d )",
@@ -1766,13 +1766,13 @@ piglit_display(void)
piglit_depth_texture(GL_TEXTURE_1D_ARRAY, GL_DEPTH_COMPONENT,
w, 1, l, GL_FALSE);
glTexParameteri(GL_TEXTURE_1D_ARRAY,
- GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
+ GL_TEXTURE_COMPARE_MODE,
+ GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_1D_ARRAY,
- GL_TEXTURE_COMPARE_FUNC_ARB,
+ GL_TEXTURE_COMPARE_FUNC,
GL_GREATER);
glTexParameteri(GL_TEXTURE_1D_ARRAY,
- GL_DEPTH_TEXTURE_MODE_ARB,
+ GL_DEPTH_TEXTURE_MODE,
GL_INTENSITY);
} else if (sscanf(line,
"texture shadow2DArray %d ( %d , %d , %d )",
@@ -1781,13 +1781,13 @@ piglit_display(void)
piglit_depth_texture(GL_TEXTURE_2D_ARRAY, GL_DEPTH_COMPONENT,
w, h, l, GL_FALSE);
glTexParameteri(GL_TEXTURE_2D_ARRAY,
- GL_TEXTURE_COMPARE_MODE_ARB,
- GL_COMPARE_R_TO_TEXTURE_ARB);
+ GL_TEXTURE_COMPARE_MODE,
+ GL_COMPARE_R_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D_ARRAY,
- GL_TEXTURE_COMPARE_FUNC_ARB,
+ GL_TEXTURE_COMPARE_FUNC,
GL_GREATER);
glTexParameteri(GL_TEXTURE_2D_ARRAY,
- GL_DEPTH_TEXTURE_MODE_ARB,
+ GL_DEPTH_TEXTURE_MODE,
GL_INTENSITY);
} else if (string_match("texparameter ", line)) {
handle_texparameter(line + strlen("texparameter "));