[Piglit] [PATCH 2/4] glean/glsl1: Delete duplicated indexing tests.

Matt Turner mattst88 at gmail.com
Mon Jul 7 14:14:32 PDT 2014


---
 tests/all.py           |  11 ---
 tests/glean/tglsl1.cpp | 209 -------------------------------------------------
 2 files changed, 220 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index 8951f9e..802d415 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -165,17 +165,6 @@ glean_glsl_tests = [
                     'chained assignment',
                     'cross() function, in-place',
                     'sequence (comma) operator',
-                    'constant array with constant indexing, fragment shader',
-                    'temp array with constant indexing, fragment shader',
-                    'constant array with constant indexing, vertex shader',
-                    'temp array with constant indexing, vertex shader',
-                    'temp array with variable indexing, fragment shader',
-                    'temp array with variable indexing, vertex shader',
-                    'constant array with variable indexing, vertex shader',
-                    'constant array of vec4 with variable indexing, vertex shader',
-                    'constant array with variable indexing, vertex shader (2)',
-                    'temp array with swizzled variable indexing',
-                    'vector subscript *=',
                     '&& operator, short-circuit',
                     '|| operator, short-circuit',
                     'uniform variable (fragment shader)',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index f743670..97e5576 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -372,215 +372,6 @@ static const ShaderProgram Programs[] = {
 		FLAG_NONE
 	},
 
-	{
-		"constant array with constant indexing, fragment shader",
-		NO_VERTEX_SHADER,
-		"uniform float uniformArray[4]; \n"
-		"void main() { \n"
-		"   gl_FragColor.x = uniformArray[0]; \n"
-		"   gl_FragColor.y = uniformArray[1]; \n"
-		"   gl_FragColor.z = uniformArray[2]; \n"
-		"   gl_FragColor.w = uniformArray[3]; \n"
-		"} \n",
-		{ UniformArray[0], UniformArray[1],
-		  UniformArray[2], UniformArray[3] },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"temp array with constant indexing, fragment shader",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   float ar[4]; \n"
-		"   ar[0] = 0.5; \n"
-		"   ar[1] = 1.0; \n"
-		"   ar[2] = 0.25; \n"
-		"   ar[3] = 0.2; \n"
-		"   gl_FragColor.x = ar[0]; \n"
-		"   gl_FragColor.y = ar[1]; \n"
-		"   gl_FragColor.z = ar[2]; \n"
-		"   gl_FragColor.w = ar[3]; \n"
-		"} \n",
-		{ 0.5, 1.0, 0.25, 0.2 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"constant array with constant indexing, vertex shader",
-		"uniform float uniformArray[4]; \n"
-		"void main() { \n"
-		"   gl_FrontColor.x = uniformArray[0]; \n"
-		"   gl_FrontColor.y = uniformArray[1]; \n"
-		"   gl_FrontColor.z = uniformArray[2]; \n"
-		"   gl_FrontColor.w = uniformArray[3]; \n"
-		"   gl_Position = ftransform(); \n"
-		"} \n",
-		NO_FRAGMENT_SHADER,
-		{ UniformArray[0], UniformArray[1],
-		  UniformArray[2], UniformArray[3] },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"temp array with constant indexing, vertex shader",
-		"void main() { \n"
-		"   float ar[4]; \n"
-		"   ar[0] = 0.5; \n"
-		"   ar[1] = 1.0; \n"
-		"   ar[2] = 0.25; \n"
-		"   ar[3] = 0.2; \n"
-		"   gl_FrontColor.x = ar[0]; \n"
-		"   gl_FrontColor.y = ar[1]; \n"
-		"   gl_FrontColor.z = ar[2]; \n"
-		"   gl_FrontColor.w = ar[3]; \n"
-		"   gl_Position = ftransform(); \n"
-		"} \n",
-		NO_FRAGMENT_SHADER,
-		{ 0.5, 1.0, 0.25, 0.2 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-#if 0
-	{
-		"temp array with variable indexing, fragment shader",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   float ar[4]; \n"
-		"   ar[0] = 0.0; \n"
-		"   ar[1] = 0.1; \n"
-		"   ar[2] = 0.5; \n"
-		"   ar[3] = 0.7; \n"
-		"   int indx = int(uniform1.y * 8.0);  // should be 2 \n"
-		"   gl_FragColor = vec4(ar[indx]); \n"
-		"} \n",
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"temp array with variable indexing, vertex shader",
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   float ar[4]; \n"
-		"   ar[0] = 0.0; \n"
-		"   ar[1] = 0.1; \n"
-		"   ar[2] = 0.5; \n"
-		"   ar[3] = 0.7; \n"
-		"   int indx = int(uniform1.y * 8.0);  // should be 2 \n"
-		"   gl_FrontColor = vec4(ar[indx]); \n"
-		"   gl_Position = ftransform(); \n"
-		"} \n",
-		NO_FRAGMENT_SHADER,
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-#endif
-	{
-		"constant array with variable indexing, vertex shader",
-		"uniform float uniformArray[4]; \n"
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   int indx = int(uniform1.y * 8.0);  // should be 2 \n"
-		"   gl_FrontColor = vec4(uniformArray[indx]); \n"
-		"   gl_Position = ftransform(); \n"
-		"} \n",
-		NO_FRAGMENT_SHADER,
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"constant array of vec4 with variable indexing, vertex shader",
-		"uniform vec4 uniform1; \n"
-		"uniform float uniformArray[4]; \n"
-		"uniform vec4 uniformArray4[4]; \n"
-		"void main() { \n"
-		"   int i0 = int(gl_TexCoord[0].x); \n"
-		"   int i1 = int(gl_TexCoord[0].y); \n"
-		"   int i2 = int(gl_TexCoord[0].z); \n"
-		"   int i3 = int(gl_TexCoord[0].w); \n"
-
-		"   int indx0 = int(uniform1.y * 3.0);  // should be 2 \n"
-		"   int indx = int(uniform1.y * 8.0);  // should be 2 \n"
-		"   gl_FrontColor.z = uniformArray4[indx].z; \n"
-		"   gl_FrontColor.x = uniformArray4[indx].x; \n"
-		"   gl_FrontColor.w = uniformArray4[indx].w; \n"
-		"   gl_FrontColor.y = uniformArray4[indx].y; \n"
-		"   gl_Position = ftransform(); \n"
-		"} \n",
-		NO_FRAGMENT_SHADER,
-		{ 0.5, 0.6, 0.7, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		// This one tests that a different array index per vertex
-		// works as expected.  The left edge of the polygon should
-		// have a gray value = uniformArray[2] while the right
-		// edge of the polygon should have a gray value =
-		// uniformArray[3].
-		"constant array with variable indexing, vertex shader (2)",
-		"uniform float uniformArray[4]; \n"
-		"void main() { \n"
-		"   int indx = int(gl_MultiTexCoord0.x + 2.0);  // 2 or 3 \n"
-		"   gl_FrontColor = vec4(uniformArray[indx]); \n"
-		"   gl_Position = ftransform(); \n"
-		"} \n",
-		NO_FRAGMENT_SHADER,
-		// If we read the center pixel we'd get the average of
-		// the Uniform[2] and Uniform[3] values here.  But we read
-		// an off-center pixel so this result was found emperically.
-		{ 0.6, 0.6, 0.6, 0.6 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"temp array with swizzled variable indexing",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   float ar[4]; \n"
-		"   ar[0] = 0.0; \n"
-		"   ar[1] = 0.8; \n"
-		"   ar[2] = 0.5; \n"
-		"   ar[3] = 0.7; \n"
-		"   ivec2 indx; \n"
-		"   indx.x = 1; \n"
-		"   indx.y = int(uniform1.y * 8.0);  // should be 2 \n"
-		"   float p = ar[indx.x] * ar[indx.y]; \n"
-		"   gl_FragColor = vec4(p); \n"
-		"} \n",
-		{ 0.4, 0.4, 0.4, 0.4 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-#if 0 // XXX enable someday
-	{
-		"vector subscript *=",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 c = vec4(0.25, 0.5, 0.1, 0.1); \n"
-		"   c[0] *= 4.0; \n"
-		"   c[1] *= 2.0; \n"
-		"   gl_FragColor = c; \n"
-		"} \n",
-		{ 1.0, 1.0, 0.1, 0.1 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-#endif
-
 	// Logical operators =================================================
 	{
 		"&& operator, short-circuit",
-- 
1.8.5.5



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