[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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