[Piglit] [PATCH 06/11] glean/glsl1: Delete duplicated equality/inequality tests.

Matt Turner mattst88 at gmail.com
Tue May 20 15:31:58 PDT 2014


---
 tests/all.py           |  16 ----
 tests/glean/tglsl1.cpp | 225 -------------------------------------------------
 2 files changed, 241 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index 1d869e2..984b177 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -199,22 +199,6 @@ glean_glsl_tests = ['Directly set fragment color',
                     'constant array with variable indexing, vertex shader (2)',
                     'temp array with swizzled variable indexing',
                     'vector subscript *=',
-                    'equality (float, pass)',
-                    'equality (float, fail)',
-                    'inequality (float, pass)',
-                    'inequality (float, fail)',
-                    'equality (vec2, pass)',
-                    'equality (vec2, fail)',
-                    'inequality (vec2, pass)',
-                    'inequality (vec2, fail)',
-                    'equality (vec3, pass)',
-                    'equality (vec3, fail)',
-                    'inequality (vec3, pass)',
-                    'inequality (vec3, fail)',
-                    'equality (vec4, pass)',
-                    'equality (vec4, fail)',
-                    'inequality (vec4, pass)',
-                    'inequality (vec4, fail)',
                     '&& operator, short-circuit',
                     '|| operator, short-circuit',
                     'uniform variable (fragment shader)',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index f3ac451..0cf94cb 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -977,231 +977,6 @@ static const ShaderProgram Programs[] = {
 	},
 #endif
 
-	// Equality/inequality tests==========================================
-	{
-		"equality (float, pass)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   float v = uniform1.x; \n"
-		"   if (uniform1.x == v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"equality (float, fail)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   if (uniform1.x == 99.0) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"inequality (float, pass)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   float v = uniform1.x; \n"
-		"   if (uniform1.y != v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"inequality (float, fail)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   float v = uniform1.x; \n"
-		"   if (uniform1.x != v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"equality (vec2, pass)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec2 v = uniform1.xy; \n"
-		"   if (uniform1.xy == v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"equality (vec2, fail)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec2 v = uniform1.xy; \n"
-		"   if (v == vec2(99.0)) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"inequality (vec2, pass)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec2 v = uniform1.yx; \n"
-		"   if (uniform1.xy != v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"inequality (vec2, fail)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec2 v = uniform1.xy; \n"
-		"   if (uniform1.xy != v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"equality (vec3, pass)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec3 v = uniform1.xyz; \n"
-		"   if (uniform1.xyz == v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"equality (vec3, fail)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   if (uniform1.xyz == vec3(99.0)) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"inequality (vec3, pass)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec3 v = uniform1.zyx; \n"
-		"   if (uniform1.xyz != v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"inequality (vec3, fail)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec3 v = uniform1.xyz; \n"
-		"   if (uniform1.xyz != v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"equality (vec4, pass)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec4 v = uniform1; \n"
-		"   if (uniform1 == v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"equality (vec4, fail)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   if (uniform1 == vec4(99.0)) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"inequality (vec4, pass)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec4 v = uniform1.zyxw; \n"
-		"   if (uniform1 != v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-	{
-		"inequality (vec4, fail)",
-		NO_VERTEX_SHADER,
-		"uniform vec4 uniform1; \n"
-		"void main() { \n"
-		"   gl_FragColor = vec4(0); \n"
-		"   vec4 v = uniform1.xyzw; \n"
-		"   if (uniform1 != v) \n"
-		"      gl_FragColor = vec4(0, 1, 0, 0); // green \n"
-		"} \n",
-		{ 0.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
 	// Logical operators =================================================
 	{
 		"&& operator, short-circuit",
-- 
1.8.3.2



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