[Piglit] [PATCH 03/11] glean/glsl1: Delete duplicated built-in function tests.

Matt Turner mattst88 at gmail.com
Tue May 20 15:31:55 PDT 2014


I've less "cross() function, in-place" because we don't have an
equivalent test for it elsewhere.
---
 tests/all.py           |  31 ----
 tests/glean/tglsl1.cpp | 452 -------------------------------------------------
 2 files changed, 483 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index 6c94262..e80deec 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -179,38 +179,7 @@ glean_glsl_tests = ['Directly set fragment color',
                     'pre increment (++x)',
                     'post decrement (x--)',
                     'pre decrement (--x)',
-                    'dot product',
-                    'length() function',
-                    'sqrt(vec4) function',
-                    'sqrt(vec2) function',
-                    'clamp() function',
-                    'clamp() function, vec4',
-                    'sin(vec4) function',
-                    'cos(vec4) function',
-                    'asin(vec4) function',
-                    'acos(vec4) function',
-                    'atan(vec4) function',
-                    'pow(vec4) function',
-                    'exp(vec4) function',
-                    'exp2(vec4) function',
-                    'log(vec4) function',
-                    'log2(vec4) function',
-                    'length() functions',
-                    'normalize(vec3) function',
-                    'cross() function',
                     'cross() function, in-place',
-                    'abs() function',
-                    'sign() function',
-                    'floor() function',
-                    'ceil() function',
-                    'fract() function',
-                    'mod() function',
-                    'min() function',
-                    'max() function',
-                    'step() function',
-                    'smoothstep() function',
-                    'mix(vec4) function',
-                    'mix(float) function',
                     'precision exp2',
                     'precision log2',
                     'simple if statement, fragment shader',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index cd0d449..f8f8f03 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -604,281 +604,6 @@ static const ShaderProgram Programs[] = {
 
 	// built-in functions ================================================
 	{
-		"dot product",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 u = vec4(-1.0, 0.5, 0.5, -0.25); \n"
-		"   vec4 v = vec4(0.5, 1.0, 0.5, 0.0); \n"
-		"   gl_FragColor = vec4(dot(u, v)); \n"
-		"} \n",
-		{ 0.25, 0.25, 0.25, 0.25 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"length() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec3 u = vec3(0.25, 0.1, 0.2); \n"
-		"   gl_FragColor = vec4(length(u)); \n"
-		"} \n",
-		{ 0.335, 0.335, 0.335, 0.335 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		// This test is interesting for sqrt(0) which may be
-		// implemented as 1/rsqrt(x) which would generate Inf values
-		"sqrt(vec4) function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(0.0, 0.09, 0.25, 1.0); \n"
-		"   u = u * uniform1.xxxx; // mul by 1.0 \n"
-		"   u = sqrt(u); \n"
-		"   gl_FragColor = u; \n"
-		"} \n",
-		{ 0.0, 0.3, 0.5, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"sqrt(vec2) function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec2 u = vec2(0.0, 0.04); \n"
-		"   u = u * uniform1.xx; // mul by 1.0 \n"
-		"   u = sqrt(u); \n"
-		"   u = u * uniform1.xx; // mul by 1.0 \n"
-		"   gl_FragColor = vec4(u.x, u.y, 0.0, 0.0); \n"
-		"} \n",
-		{ 0.0, 0.2, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"clamp() function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = uniform1 * vec4(3.0); \n"
-		"   gl_FragColor = clamp(u, 0.0, 1.0); \n"
-		"} \n",
-		{ 1.0, 0.75, 1.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"clamp() function, vec4",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = uniform1; \n"
-		"   gl_FragColor = clamp(u, vec4(0.2), vec4(0.8)); \n"
-		"} \n",
-		{ 0.8, 0.25, 0.75, 0.2 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"sin(vec4) function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(0.0, 3.1415/2.0, 3.1415, -3.1415/2.0); \n"
-		"   u = u * uniform1.x; // mul by one \n"
-		"   u = sin(u); \n"
-		"   gl_FragColor = u * 0.5 + 0.5; // scale to [0,1] range \n"
-		"} \n",
-		{ 0.5, 1.0, 0.5, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"cos(vec4) function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(0.0, 3.1415/2.0, 3.1415, -3.1415/2.0); \n"
-		"   u = u * uniform1.x; // mul by one \n"
-		"   u = cos(u); \n"
-		"   gl_FragColor = u * 0.5 + 0.5; // scale to [0,1] range \n"
-		"} \n",
-		{ 1.0, 0.5, 0.0, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"asin(vec4) function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(0.0, 1.0, -1.0, 0.0); \n"
-		"   u = u * uniform1.x; // mul by one \n"
-		"   u = asin(u); \n"
-		"   gl_FragColor = u * 0.1 + 0.5; \n"
-		"} \n",
-		{ 0.5, 0.5 + 0.157, 0.5 - 0.157, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"acos(vec4) function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(0.0, 0.8, -0.8, 1.0); \n"
-		"   u = u * uniform1.x; // mul by one \n"
-		"   u = acos(u); \n"
-		"   gl_FragColor = u * 0.1; \n"
-		"} \n",
-		{ 0.157, 0.064, 0.249, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"atan(vec4) function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(0.0, 0.8, -0.6, 0.5); \n"
-		"   u = u * uniform1.x; // mul by one \n"
-		"   u = atan(u); \n"
-		"   gl_FragColor = u; \n"
-		"   gl_FragColor.z = -u.z; \n"
-		"} \n",
-		{ 0.0, 0.675, 0.540, 0.464 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"pow(vec4) function",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(0.5, 2.0, 0.3, 2.0); \n"
-		"   u = u * uniform1.x; // mul by one \n"
-		"   vec4 v = vec4(2.0, 0.5, 1.0, 0.0); \n"
-		"   gl_FragColor = pow(u, v) * 0.5; \n"
-		"} \n",
-		{ 0.25 * 0.5, 1.4142 * 0.5, 0.3 * 0.5, 1.0 * 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"exp(vec4) function",  // base e
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(1.0, 0.5, -0.5, 2.0); \n"
-		"   gl_FragColor = exp(u) * 0.1; \n"
-		"} \n",
-		{ 0.2718, 0.1649, 0.0606, 0.7389 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"exp2(vec4) function",  // base 2
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(1.0, 2.5, -0.5, 2.0); \n"
-		"   gl_FragColor = exp2(u) * 0.1; \n"
-		"} \n",
-		{ 0.2, 0.5657, 0.0707, 0.4 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"log(vec4) function",  // natural log
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(1.0, 10.0, 500.0, 1000.0); \n"
-		"   gl_FragColor = log(u) * 0.1; \n"
-		"} \n",
-		{ 0.0, 0.2314, 0.6215, 0.6908 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"log2(vec4) function",  // log base 2
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   vec4 u = vec4(1.0, 10.0, 500.0, 1000.0); \n"
-		"   gl_FragColor = log2(u) * 0.1; \n"
-		"} \n",
-		{ 0.0, 0.3322, 0.8966, 0.9966 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"length() functions",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec2 v2 = vec2(1.0, 3.0); \n"
-		"   vec3 v3 = vec3(0.5, -1.0, 2.0); \n"
-		"   vec4 v4 = vec4(0.5, -1.0, 2.0, 1.0); \n"
-		"   gl_FragColor.x = length(v2) * 0.1; \n"
-		"   gl_FragColor.y = length(v3) * 0.1; \n"
-		"   gl_FragColor.z = length(v4) * 0.1; \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 0.3162, 0.2291, 0.25, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"normalize(vec3) function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec3 v3 = vec3(0.5, -1.0, 2.0); \n"
-		"   v3 = normalize(v3); \n"
-		"   gl_FragColor.x = v3.x; \n"
-		"   gl_FragColor.y = v3.y; \n"
-		"   gl_FragColor.z = v3.z; \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 0.2182, /*-0.4364*/0.0, 0.8729, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"cross() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec3 u = vec3(0.5, 0.0, 0.0); \n"
-		"   vec3 v = vec3(0.0, 0.5, 0.0); \n"
-		"   vec3 w = cross(u, v); \n"
-		"   gl_FragColor.xyz = w; \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 0.0, 0.0, 0.25, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
 		// This is a Mesa regression test (bump.c)
 		"cross() function, in-place",
 		NO_VERTEX_SHADER,
@@ -899,183 +624,6 @@ static const ShaderProgram Programs[] = {
 		FLAG_NONE
 	},
 
-	{
-		"abs() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 v = vec4(-0.3, -0.7, 0.2, 0.0); \n"
-		"   gl_FragColor = abs(v); \n"
-		"} \n",
-		{ 0.3, 0.7, 0.2, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"sign() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 v = vec4(-0.3, 0.0, 0.2, 0.0); \n"
-		"   v = sign(v); \n"
-		"   gl_FragColor.x = v.x + 1.5; \n"
-		"   gl_FragColor.y = v.y + 0.5; \n"
-		"   gl_FragColor.z = v.z - 0.5; \n"
-		"   gl_FragColor.w = v.w + 0.5; \n"
-		"} \n",
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"floor() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 v = vec4(1.3, -1.7, -0.2, 0.0); \n"
-		"   v = floor(v); \n"
-		"   gl_FragColor.x = v.x * 0.5; \n"
-		"   gl_FragColor.y = v.y + 2.5; \n"
-		"   gl_FragColor.z = v.z + 1.5; \n"
-		"   gl_FragColor.w = v.w + 0.5; \n"
-		"} \n",
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"ceil() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 v = vec4(1.3, -1.7, -0.2, 0.0); \n"
-		"   v = ceil(v); \n"
-		"   gl_FragColor.x = v.x - 1.5; \n"
-		"   gl_FragColor.y = v.y + 1.5; \n"
-		"   gl_FragColor.z = v.z + 0.5; \n"
-		"   gl_FragColor.w = v.w + 0.5; \n"
-		"} \n",
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"fract() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 v = vec4(1.3, -1.7, -0.2, 1.0); \n"
-		"   gl_FragColor = fract(v); \n"
-		"} \n",
-		{ 0.3, 0.3, 0.8, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"mod() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 u = vec4(7.0, 5.2,  5.3, 0.5); \n"
-		"   vec4 v = vec4(4.0, 5.0, -5.0, 1.0); \n"
-		"   vec4 w = mod(u, v); \n"
-		"   gl_FragColor.x = w.x * 0.1; \n"
-		"   gl_FragColor.y = w.y; \n"
-		"   gl_FragColor.z = w.z * -0.1; \n"
-		"   gl_FragColor.w = w.w; \n"
-		"} \n",
-		{ 0.3, 0.2, 0.47, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"min() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 u = vec4(-1.0, 0.5, 0.5, -0.25); \n"
-		"   vec4 v = vec4(0.5, 1.0, 0.5, 0.0); \n"
-		"   gl_FragColor = min(u, v); \n"
-		"} \n",
-		{ 0.0, 0.5, 0.5, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"max() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 u = vec4(-1.0, 0.5, 0.5, -0.25); \n"
-		"   vec4 v = vec4(0.5, 1.0, 0.5, 0.0); \n"
-		"   gl_FragColor = max(u, v); \n"
-		"} \n",
-		{ 0.5, 1.0, 0.5, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"step() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 edge = vec4(1.0, -2.0, 0.5, -1.0); \n"
-		"   vec4 v = vec4(0.5, -1.0, 0.0, 0.0); \n"
-		"   gl_FragColor = step(edge, v); \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"smoothstep() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 edge0 = vec4(2.0); \n"
-		"   vec4 edge1 = vec4(4.0); \n"
-		"   vec4 v = vec4(1.0, 3.0, 4.0, 5.0); \n"
-		"   gl_FragColor = smoothstep(edge0, edge1, v); \n"
-		"} \n",
-		{ 0.0, 0.5, 1.0, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"mix(vec4) function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 v0 = vec4(0.0, 1.0, -4.8, 0.0); \n"
-		"   vec4 v1 = vec4(1.0, 0.0, 15.2, 0.0); \n"
-		"   gl_FragColor = mix(v0, v1, 0.25); \n"
-		"} \n",
-		{ 0.25, 0.75, 0.2, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"mix(float) function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   float v0 = 0.0; \n"
-		"   float v1 = 1.0; \n"
-		"   gl_FragColor.x = mix(v0, v1, 0.25); \n"
-		"   v0 = 1.0; \n"
-		"   v1 = 0.0; \n"
-		"   gl_FragColor.y = mix(v0, v1, 0.25); \n"
-		"   v0 = -4.8; \n"
-		"   v1 = 15.2; \n"
-		"   gl_FragColor.z = mix(v0, v1, 0.25); \n"
-		"   v0 = 0.0; \n"
-		"   v1 = 0.0; \n"
-		"   gl_FragColor.w = mix(v0, v1, 0.25); \n"
-		"} \n",
-		{ 0.25, 0.75, 0.2, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
 	// Floating Point Precision ==========================================
 	{
 		"precision exp2",
-- 
1.8.3.2



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