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Unified Diff: gpu/command_buffer/service/program_manager_unittest.cc

Issue 552013007: Remove outdated ANGLE_SH_VERSION if-def stuff. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 6 years, 3 months ago
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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);
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