Looks good to me.
Reviewed-by: Neha Bhende<[email protected]> Regards, Neha ________________________________ From: Brian Paul <[email protected]> Sent: Tuesday, July 11, 2017 1:09:29 PM To: [email protected] Cc: Charmaine Lee; Neha Bhende; Brian Paul Subject: [PATCH] blit-scaled-linear: minor shader code improvements Use vector operations instead of scalar. Simplify vec2 constructor usage. --- tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp | 12 +++++------- 1 file changed, 5 insertions(+), 7 deletions(-) diff --git a/tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp b/tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp index bdc6cd8..37ed7c4 100644 --- a/tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp +++ b/tests/spec/arb_framebuffer_object/blit-scaled-linear.cpp @@ -80,17 +80,15 @@ compile_shader(void) "{\n" " vec2 f;\n" " vec4 c0, c1, c2, c3;\n" - " vec2 tex_coord = textureCoord - vec2(0.5, 0.5);\n" + " vec2 tex_coord = textureCoord - vec2(0.5);\n" "\n" " tex_coord.xy = clamp(tex_coord.xy,\n" - " vec2(0.0, 0.0),\n" - " vec2 (xmax - 1.0, ymax - 1.0));\n" + " vec2(0.0),\n" + " vec2(xmax, ymax) - vec2(1.0));\n" "\n" - " f.x = fract(tex_coord.x);\n" - " f.y = fract(tex_coord.y);\n" + " f = fract(tex_coord);\n" "\n" - " tex_coord.x = tex_coord.x - f.x;\n" - " tex_coord.y = tex_coord.y - f.y;\n" + " tex_coord = tex_coord - f;\n" "\n" " c0 = texture2DRect(tex2d, tex_coord.xy + vec2(0, 0));\n" " c1 = texture2DRect(tex2d, tex_coord.xy + vec2(1, 0));\n" -- 1.9.1
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