[Piglit] [PATCH 04/11] glean/glsl1: Delete duplicated logic operator tests.

Matt Turner mattst88 at gmail.com
Tue May 20 15:31:56 PDT 2014


---
 tests/all.py           |  10 ----
 tests/glean/tglsl1.cpp | 143 -------------------------------------------------
 2 files changed, 153 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index e80deec..a80ce62 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -227,18 +227,8 @@ glean_glsl_tests = ['Directly set fragment color',
                     'equality (vec4, fail)',
                     'inequality (vec4, pass)',
                     'inequality (vec4, fail)',
-                    '&& operator (1)',
-                    '&& operator (2)',
                     '&& operator, short-circuit',
-                    '|| operator (1)',
-                    '|| operator (2)',
                     '|| operator, short-circuit',
-                    '^^ operator (1)',
-                    '^^ operator (2)',
-                    '! (not) operator (1, pass)',
-                    '! (not) operator (1, fail)',
-                    '! (not) operator (2, pass)',
-                    '! (not) operator (2, fail)',
                     'uniform variable (fragment shader)',
                     'uniform variable (vertex shader)',
                     'varying variable',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index f8f8f03..ba10bf5 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -1373,36 +1373,6 @@ static const ShaderProgram Programs[] = {
 
 	// Logical operators =================================================
 	{
-		"&& operator (1)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0.25); \n"
-		"   // this should always be true \n"
-		"   if (gl_FragCoord.x >= 0.0 && gl_FragCoord.y >= 0.0) { \n"
-		"      gl_FragColor = vec4(0.5, 0.0, 0.5, 0.0); \n"
-		"   } \n"
-		"} \n",
-		{ 0.5, 0.0, 0.5, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"&& operator (2)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0.25); \n"
-		"   // this should always be false \n"
-		"   if (gl_FragCoord.x >= 0.0 && gl_FragCoord.y < 0.0) { \n"
-		"      gl_FragColor = vec4(0.5, 0.0, 0.5, 0.0); \n"
-		"   } \n"
-		"} \n",
-		{ 0.25, 0.25, 0.25, 0.25 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
 		"&& operator, short-circuit",
 		NO_VERTEX_SHADER,
 		"void main() { \n"
@@ -1417,35 +1387,6 @@ static const ShaderProgram Programs[] = {
 		DONT_CARE_Z,
 		FLAG_NONE
 	},
-	{
-		"|| operator (1)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0.25); \n"
-		"   // this should always be true \n"
-		"   if (gl_FragCoord.x < 0.0 || gl_FragCoord.y >= 0.0) { \n"
-		"      gl_FragColor = vec4(0.5, 0.0, 0.5, 0.0); \n"
-		"   } \n"
-		"} \n",
-		{ 0.5, 0.0, 0.5, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"|| operator (2)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0.25); \n"
-		"   // this should always be false \n"
-		"   if (gl_FragCoord.x < 0.0 || gl_FragCoord.y < 0.0) { \n"
-		"      gl_FragColor = vec4(0.5, 0.0, 0.5, 0.0); \n"
-		"   } \n"
-		"} \n",
-		{ 0.25, 0.25, 0.25, 0.25 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
 
 	{
 		"|| operator, short-circuit",
@@ -1463,90 +1404,6 @@ static const ShaderProgram Programs[] = {
 		FLAG_NONE
 	},
 
-	{
-		"^^ operator (1)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0.25); \n"
-		"   // this should always be true \n"
-		"   if (gl_FragCoord.x < 0.0 ^^ gl_FragCoord.y >= 0.0) { \n"
-		"      gl_FragColor = vec4(0.5); \n"
-		"   } \n"
-		"} \n",
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"^^ operator (2)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0.25); \n"
-		"   // this should always be false \n"
-		"   if (gl_FragCoord.x >= 0.0 ^^ gl_FragCoord.y >= 0.0) { \n"
-		"      gl_FragColor = vec4(0.5); \n"
-		"   } \n"
-		"} \n",
-		{ 0.25, 0.25, 0.25, 0.25 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"! (not) operator (1, pass)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   bool b = gl_FragCoord.x < 0.0; \n"
-		"   if (!b) { \n"
-		"      gl_FragColor = vec4(0.5); \n"
-		"   } \n"
-		"} \n",
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"! (not) operator (1, fail)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   bool b = gl_FragCoord.x > 0.0; \n"
-		"   if (!b) { \n"
-		"      gl_FragColor = vec4(0.5); \n"
-		"   } \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"! (not) operator (2, pass)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   if (!(gl_FragCoord.x < 0.0)) { \n"
-		"      gl_FragColor = vec4(0.5); \n"
-		"   } \n"
-		"} \n",
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"! (not) operator (2, fail)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   if (!(gl_FragCoord.x > 0.0)) { \n"
-		"      gl_FragColor = vec4(0.5); \n"
-		"   } \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
 
 	// Uniform & Varying vars ============================================
 	{
-- 
1.8.3.2



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