Refactor GL tests to use a shader library
Instead of having the same simple shaders repeated over and over in
the test code, reuse a single shader library.
BUG=angleproject:2474
TEST=angle_end2end_tests
Change-Id: I13f8ca8c0125e6d30f1761639bf8c3f69e0e77d2
Reviewed-on: https://chromium-review.googlesource.com/1012078
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/tests/gl_tests/TextureTest.cpp b/src/tests/gl_tests/TextureTest.cpp
index eecc591..08730db 100644
--- a/src/tests/gl_tests/TextureTest.cpp
+++ b/src/tests/gl_tests/TextureTest.cpp
@@ -755,13 +755,7 @@
std::string getVertexShaderSource() override
{
- return std::string(
- "#version 300 es\n"
- "in vec4 position;\n"
- "void main()\n"
- "{\n"
- " gl_Position = vec4(position.xy, 0.0, 1.0);\n"
- "}\n");
+ return std::string(essl3_shaders::vs::Simple());
}
std::string getFragmentShaderSource() override
@@ -2367,7 +2361,7 @@
glUniform1i(mTexture0Location, 0);
glUniform1i(mTexture1Location, 1);
- drawQuad(mProgram, "position", 0.5f);
+ drawQuad(mProgram, essl3_shaders::PositionAttrib(), 0.5f);
EXPECT_GL_NO_ERROR();
// Red channel: width of level 1 of texture A: 32.
// Green channel: width of level 3 of texture B: 16.