[Piglit] [PATCH 3/4] glean/glsl1: Delete duplicated uniform/varying tests.

Matt Turner mattst88 at gmail.com
Mon Jul 7 14:14:33 PDT 2014


---
 tests/all.py           |  4 ---
 tests/glean/tglsl1.cpp | 78 --------------------------------------------------
 2 files changed, 82 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index 802d415..7cb2936 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -167,10 +167,6 @@ glean_glsl_tests = [
                     'sequence (comma) operator',
                     '&& operator, short-circuit',
                     '|| operator, short-circuit',
-                    'uniform variable (fragment shader)',
-                    'uniform variable (vertex shader)',
-                    'varying variable',
-                    'varying variable read-write',
                     'GL state variable reference (gl_FrontMaterial.ambient)',
                     'GL state variable reference (gl_LightSource[0].diffuse)',
                     'GL state variable reference (diffuse product)',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index 97e5576..33d89be 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -405,84 +405,6 @@ static const ShaderProgram Programs[] = {
 		FLAG_NONE
 	},
 
-
-	// Uniform & Varying vars ============================================
-	{
-		"uniform variable (fragment shader)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = uniform1; \n"
-		"} \n",
-		UNIFORM1,
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"uniform variable (vertex shader)",
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FrontColor = uniform1; \n"
-		"   gl_Position = ftransform(); \n"
-		"} \n",
-		NO_FRAGMENT_SHADER,
-		UNIFORM1,
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"varying variable",
-		// vertex program:
-		"varying vec4 var1; \n"
-		"void main() { \n"
-		"   var1 = vec4(1.0, 0.5, 0.25, 0.0); \n"
-		"   gl_Position = ftransform(); \n"
-		"} \n",
-		// fragment program:
-		"varying vec4 var1; \n"
-		"void main() { \n"
-		"   gl_FragColor = var1; \n"
-		"} \n",
-		{ 1.0, 0.5, 0.25, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		// Test that reads of varying vars in vertex shaders works.
-		// Mesa's GLSL compiler replaces some varying vars with temp regs
-		// so that they can be read.  The vertex shader here does some
-		// arithmetic so that additional temp regs are used.  If any
-		// temp regs are mis-used, this test should fail.
-		// This is a regression test for fd.o bug 26317
-		// Note: var3 = gl_Color
-		// Note: var1 = -var2
-		// Final fragment color should be equal to gl_Color
-		"varying variable read-write",
-		// vertex program:
-		"varying vec4 var1, var2, var3; \n"
-		"void main() { \n"
-		"   gl_Position = ftransform(); \n"
-		"   var1 = 2.0 * (vec4(0.0) - gl_Position); \n"
-		"   var2 = 2.0 * gl_Color; \n"
-		"   var3 = 0.5 * var2 + (2.0 * gl_Position + var1); \n"
-		"   var1 = -var2; \n"
-		"} \n",
-		// fragment program:
-		"varying vec4 var1; \n"
-		"varying vec4 var2; \n"
-		"varying vec4 var3; \n"
-		"void main() { \n"
-		"   gl_FragColor = var1 + var2 + var3; \n"
-		"} \n",
-		{ PRIMARY_R, PRIMARY_G, PRIMARY_B, PRIMARY_A },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-
 	// GL state refs =====================================================
 	{
 		"GL state variable reference (gl_FrontMaterial.ambient)",
-- 
1.8.5.5



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