diff options
author | Chad Versace <chad.versace@linux.intel.com> | 2012-12-03 16:16:34 -0800 |
---|---|---|
committer | Chad Versace <chad.versace@linux.intel.com> | 2012-12-11 12:44:50 -0600 |
commit | 7bfb545baf9ad0cafb1b11c31a66e7912b51e122 (patch) | |
tree | 81561172e46bd8abd4cb59bdac1eb030fbfbff43 /tests/shaders | |
parent | 28930d011713c252db699b8fbd3b8c639fd4e898 (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.c | 46 |
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 ")); |