Index: gpu/command_buffer/service/program_manager_unittest.cc |
diff --git a/gpu/command_buffer/service/program_manager_unittest.cc b/gpu/command_buffer/service/program_manager_unittest.cc |
index 8c18b8f8d68ef7eb6c138edecc2d9869f4795903..bd2968ab6651582a839467033ac30373f72b3673 100644 |
--- a/gpu/command_buffer/service/program_manager_unittest.cc |
+++ b/gpu/command_buffer/service/program_manager_unittest.cc |
@@ -31,16 +31,6 @@ using ::testing::SetArrayArgument; |
using ::testing::SetArgumentPointee; |
using ::testing::StrEq; |
-// ANGLE now uses GLenum values directory for types |
-// TODO(jmadill): Delete these defines when the ANGLE |
-// roll reliably passes translator version 126 |
-#if (ANGLE_SH_VERSION >= 126) |
-#define SH_FLOAT GL_FLOAT |
-#define SH_FLOAT_VEC2 GL_FLOAT_VEC2 |
-#define SH_FLOAT_VEC3 GL_FLOAT_VEC3 |
-#define SH_FLOAT_VEC4 GL_FLOAT_VEC4 |
-#endif |
- |
namespace gpu { |
namespace gles2 { |
@@ -1261,9 +1251,9 @@ TEST_F(ProgramManagerWithShaderTest, UniformsPrecisionMismatch) { |
// shader, linking should fail. |
TEST_F(ProgramManagerWithShaderTest, VaryingTypeMismatch) { |
const VarInfo kVertexVarying = |
- { SH_FLOAT_VEC3, 1, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
+ { GL_FLOAT_VEC3, 1, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
const VarInfo kFragmentVarying = |
- { SH_FLOAT_VEC4, 1, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
+ { GL_FLOAT_VEC4, 1, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
Program* program = SetupShaderVariableTest( |
&kVertexVarying, 1, &kFragmentVarying, 1); |
@@ -1278,9 +1268,9 @@ TEST_F(ProgramManagerWithShaderTest, VaryingTypeMismatch) { |
// shader, linking should fail. |
TEST_F(ProgramManagerWithShaderTest, VaryingArraySizeMismatch) { |
const VarInfo kVertexVarying = |
- { SH_FLOAT, 2, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
+ { GL_FLOAT, 2, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
const VarInfo kFragmentVarying = |
- { SH_FLOAT, 3, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
+ { GL_FLOAT, 3, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
Program* program = SetupShaderVariableTest( |
&kVertexVarying, 1, &kFragmentVarying, 1); |
@@ -1295,9 +1285,9 @@ TEST_F(ProgramManagerWithShaderTest, VaryingArraySizeMismatch) { |
// shader, linking should succeed. |
TEST_F(ProgramManagerWithShaderTest, VaryingPrecisionMismatch) { |
const VarInfo kVertexVarying = |
- { SH_FLOAT, 2, SH_PRECISION_HIGHP, 1, "a", kVarVarying }; |
+ { GL_FLOAT, 2, SH_PRECISION_HIGHP, 1, "a", kVarVarying }; |
const VarInfo kFragmentVarying = |
- { SH_FLOAT, 2, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
+ { GL_FLOAT, 2, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
Program* program = SetupShaderVariableTest( |
&kVertexVarying, 1, &kFragmentVarying, 1); |
@@ -1312,7 +1302,7 @@ TEST_F(ProgramManagerWithShaderTest, VaryingPrecisionMismatch) { |
// declared in vertex shader, link should fail. |
TEST_F(ProgramManagerWithShaderTest, VaryingMissing) { |
const VarInfo kFragmentVarying = |
- { SH_FLOAT, 3, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
+ { GL_FLOAT, 3, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }; |
Program* program = SetupShaderVariableTest( |
NULL, 0, &kFragmentVarying, 1); |
@@ -1328,7 +1318,7 @@ TEST_F(ProgramManagerWithShaderTest, VaryingMissing) { |
// succeed. |
TEST_F(ProgramManagerWithShaderTest, InactiveVarying) { |
const VarInfo kFragmentVarying = |
- { SH_FLOAT, 3, SH_PRECISION_MEDIUMP, 0, "a", kVarVarying }; |
+ { GL_FLOAT, 3, SH_PRECISION_MEDIUMP, 0, "a", kVarVarying }; |
Program* program = SetupShaderVariableTest( |
NULL, 0, &kFragmentVarying, 1); |
@@ -1344,9 +1334,9 @@ TEST_F(ProgramManagerWithShaderTest, InactiveVarying) { |
// failure. |
TEST_F(ProgramManagerWithShaderTest, AttribUniformNameConflict) { |
const VarInfo kVertexAttribute = |
- { SH_FLOAT_VEC4, 1, SH_PRECISION_MEDIUMP, 1, "a", kVarAttribute }; |
+ { GL_FLOAT_VEC4, 1, SH_PRECISION_MEDIUMP, 1, "a", kVarAttribute }; |
const VarInfo kFragmentUniform = |
- { SH_FLOAT_VEC4, 1, SH_PRECISION_MEDIUMP, 1, "a", kVarUniform }; |
+ { GL_FLOAT_VEC4, 1, SH_PRECISION_MEDIUMP, 1, "a", kVarUniform }; |
Program* program = SetupShaderVariableTest( |
&kVertexAttribute, 1, &kFragmentUniform, 1); |
@@ -1360,12 +1350,12 @@ TEST_F(ProgramManagerWithShaderTest, AttribUniformNameConflict) { |
// Varyings go over 8 rows. |
TEST_F(ProgramManagerWithShaderTest, TooManyVaryings) { |
const VarInfo kVertexVaryings[] = { |
- { SH_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }, |
- { SH_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
+ { GL_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }, |
+ { GL_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
}; |
const VarInfo kFragmentVaryings[] = { |
- { SH_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }, |
- { SH_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
+ { GL_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }, |
+ { GL_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
}; |
Program* program = SetupShaderVariableTest( |
kVertexVaryings, 2, kFragmentVaryings, 2); |
@@ -1378,12 +1368,12 @@ TEST_F(ProgramManagerWithShaderTest, TooManyVaryings) { |
// Varyings go over 8 rows but some are inactive |
TEST_F(ProgramManagerWithShaderTest, TooManyInactiveVaryings) { |
const VarInfo kVertexVaryings[] = { |
- { SH_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }, |
- { SH_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
+ { GL_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }, |
+ { GL_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
}; |
const VarInfo kFragmentVaryings[] = { |
- { SH_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 0, "a", kVarVarying }, |
- { SH_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
+ { GL_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 0, "a", kVarVarying }, |
+ { GL_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
}; |
Program* program = SetupShaderVariableTest( |
kVertexVaryings, 2, kFragmentVaryings, 2); |
@@ -1397,12 +1387,12 @@ TEST_F(ProgramManagerWithShaderTest, TooManyInactiveVaryings) { |
// However, we still fail the check if kCountAll option is used. |
TEST_F(ProgramManagerWithShaderTest, CountAllVaryingsInPacking) { |
const VarInfo kVertexVaryings[] = { |
- { SH_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }, |
- { SH_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
+ { GL_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 1, "a", kVarVarying }, |
+ { GL_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
}; |
const VarInfo kFragmentVaryings[] = { |
- { SH_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 0, "a", kVarVarying }, |
- { SH_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
+ { GL_FLOAT_VEC4, 4, SH_PRECISION_MEDIUMP, 0, "a", kVarVarying }, |
+ { GL_FLOAT_VEC4, 5, SH_PRECISION_MEDIUMP, 1, "b", kVarVarying } |
}; |
Program* program = SetupShaderVariableTest( |
kVertexVaryings, 2, kFragmentVaryings, 2); |