[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
More information about the Piglit
mailing list