From: Ian Romanick <[email protected]> If the vertex shader inputs are named piglit_vertex and piglit_texcoord, the utility function will handle everything for us.
Signed-off-by: Ian Romanick <[email protected]> --- .../blit-scaled.cpp | 21 +++++---------------- 1 file changed, 5 insertions(+), 16 deletions(-) diff --git a/tests/spec/ext_framebuffer_multisample_blit_scaled/blit-scaled.cpp b/tests/spec/ext_framebuffer_multisample_blit_scaled/blit-scaled.cpp index 234d1b6..5cfc817 100644 --- a/tests/spec/ext_framebuffer_multisample_blit_scaled/blit-scaled.cpp +++ b/tests/spec/ext_framebuffer_multisample_blit_scaled/blit-scaled.cpp @@ -72,13 +72,13 @@ compile_shader(void) { static const char *vert = "#version 130\n" - "in vec2 pos;\n" - "in vec2 texCoord;\n" + "in vec2 piglit_vertex;\n" + "in vec2 piglit_texcoord;\n" "out vec2 textureCoord;\n" "void main()\n" "{\n" - " gl_Position = vec4(pos, 0.0, 1.0);\n" - " textureCoord = texCoord;\n" + " gl_Position = vec4(piglit_vertex, 0.0, 1.0);\n" + " textureCoord = piglit_texcoord;\n" "}\n"; /* Bilinear filtering of samples using shader program */ static const char *frag_template = @@ -194,18 +194,7 @@ compile_shader(void) 1.0f / samples, texel_fetch_macro); /* Compile program */ - prog = glCreateProgram(); - GLint vs = piglit_compile_shader_text(GL_VERTEX_SHADER, vert); - glAttachShader(prog, vs); - piglit_check_gl_error(GL_NO_ERROR); - GLint fs = piglit_compile_shader_text(GL_FRAGMENT_SHADER, frag); - glAttachShader(prog, fs); - glBindAttribLocation(prog, 0, "pos"); - glBindAttribLocation(prog, 1, "texCoord"); - glLinkProgram(prog); - if (!piglit_link_check_status(prog)) { - piglit_report_result(PIGLIT_FAIL); - } + prog = piglit_build_simple_program(vert, frag); /* Set up vertex array object */ glGenVertexArrays(1, &vao); -- 2.1.0 _______________________________________________ Piglit mailing list [email protected] http://lists.freedesktop.org/mailman/listinfo/piglit
