[09/15] arb_texture_query_levels: rename VS input to piglit_vertex

Submitted by Marek Olšák on March 26, 2018, 11:32 p.m.

Details

Message ID 20180326233255.18529-9-maraeo@gmail.com
State New
Headers show
Series "Series without cover letter" ( rev: 1 ) in Piglit

Not browsing as part of any series.

Commit Message

Marek Olšák March 26, 2018, 11:32 p.m.
From: Nicolai Hähnle <nicolai.haehnle@amd.com>

Using 'vertex' relies on undefined behavior, since shader_runner does not
setup that attribute explicitly.
---
 .../spec/arb_texture_query_levels/execution/vs-baselevel.shader_test  | 4 ++--
 tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test | 4 ++--
 tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test  | 4 ++--
 tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test   | 4 ++--
 4 files changed, 8 insertions(+), 8 deletions(-)

Patch hide | download patch | download mbox

diff --git a/tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test
index 7e866b0fd..22ba10059 100644
--- a/tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test
+++ b/tests/spec/arb_texture_query_levels/execution/vs-baselevel.shader_test
@@ -1,25 +1,25 @@ 
 [require]
 GLSL >= 1.30
 GL_ARB_texture_query_levels
 
 [vertex shader]
 #extension GL_ARB_texture_query_levels: require
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 color;
 
 uniform sampler2D s;
 uniform int expected;
 
 void main() {
-    gl_Position = vertex;
+    gl_Position = piglit_vertex;
    if (textureQueryLevels(s) == expected)
        color = vec4(0,1,0,0);
    else
        color = vec4(1,0,0,0);
 }
 
 [fragment shader]
 in vec4 color;
 
 void main() {
diff --git a/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
index ecd56bc64..18baa5767 100644
--- a/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
+++ b/tests/spec/arb_texture_query_levels/execution/vs-maxlevel.shader_test
@@ -1,25 +1,25 @@ 
 [require]
 GLSL >= 1.30
 GL_ARB_texture_query_levels
 
 [vertex shader]
 #extension GL_ARB_texture_query_levels: require
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 color;
 
 uniform sampler2D s;
 uniform int expected;
 
 void main() {
-    gl_Position = vertex;
+    gl_Position = piglit_vertex;
    if (textureQueryLevels(s) == expected)
        color = vec4(0,1,0,0);
    else
        color = vec4(1,0,0,0);
 }
 
 [fragment shader]
 in vec4 color;
 
 void main() {
diff --git a/tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test
index 55b725d54..623f903b6 100644
--- a/tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test
+++ b/tests/spec/arb_texture_query_levels/execution/vs-miptree.shader_test
@@ -1,25 +1,25 @@ 
 [require]
 GLSL >= 1.30
 GL_ARB_texture_query_levels
 
 [vertex shader]
 #extension GL_ARB_texture_query_levels: require
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 color;
 
 uniform sampler2D s;
 uniform int expected;
 
 void main() {
-    gl_Position = vertex;
+    gl_Position = piglit_vertex;
    if (textureQueryLevels(s) == expected)
        color = vec4(0,1,0,0);
    else
        color = vec4(1,0,0,0);
 }
 
 [fragment shader]
 in vec4 color;
 
 void main() {
diff --git a/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test b/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
index ad70e0288..796e56483 100644
--- a/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
+++ b/tests/spec/arb_texture_query_levels/execution/vs-nomips.shader_test
@@ -1,27 +1,27 @@ 
 [require]
 GLSL >= 1.30
 GL_ARB_texture_query_levels
 
 [vertex shader]
 #extension GL_ARB_texture_query_levels: require
 
-in vec4 vertex;
+in vec4 piglit_vertex;
 out vec4 color;
 
 uniform sampler2D s;
 
 // The only thing the spec says about textures without a minification filter is:
 //   "If the texture is complete, a non-zero value must be returned."
 
 void main() {
-    gl_Position = vertex;
+    gl_Position = piglit_vertex;
    if (textureQueryLevels(s) != 0)
        color = vec4(0,1,0,0);
    else
        color = vec4(1,0,0,0);
 }
 
 [fragment shader]
 in vec4 color;
 
 void main() {