[Piglit] [PATCH 08/11] glean/glsl1: Delete duplicate vector relational tests.

Matt Turner mattst88 at gmail.com
Tue May 20 15:32:00 PDT 2014


---
 tests/all.py           |  11 ----
 tests/glean/tglsl1.cpp | 173 +------------------------------------------------
 2 files changed, 1 insertion(+), 183 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index d591d5e..2f9acba 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -237,17 +237,6 @@ glean_glsl_tests = ['Directly set fragment color',
                     'matrix, vector multiply (3)',
                     'uniform matrix',
                     'uniform matrix, transposed',
-                    'vector relational (vec4 ==)',
-                    'vector relational (vec4 !=)',
-                    'vector relational (vec4 <=)',
-                    'vector relational (vec4 >=)',
-                    'vector relational (vec4 <)',
-                    'vector relational (vec4 >)',
-                    'vector relational (bvec2 <,<=)',
-                    'vector relational (bvec2 >,>=)',
-                    'vector relational (bvec2 ==,!=)',
-                    'any() function',
-                    'all() function',
                     'struct (1)',
                     'struct (2)',
                     'struct (3)',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index a1dfc05..fb58825 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -1548,178 +1548,7 @@ static const ShaderProgram Programs[] = {
 		FLAG_NONE
 	},
 
-	// Vectors, booleans =================================================
-	{
-		"vector relational (vec4 ==)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 a = vec4( 1.0, 0.0, 0.2, 0.5); \n"
-		"   vec4 b = vec4( 1.0, 3.0, 0.0, 0.5); \n"
-		"   gl_FragColor = vec4(equal(a, b)); \n"
-		"} \n",
-		{ 1.0, 0.0, 0.0, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"vector relational (vec4 !=)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 a = vec4( 1.0, 0.0, 0.2, 0.5); \n"
-		"   vec4 b = vec4( 1.0, 3.0, 0.0, 0.5); \n"
-		"   gl_FragColor = vec4(notEqual(a, b)); \n"
-		"} \n",
-		{ 0.0, 1.0, 1.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"vector relational (vec4 <=)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 a = vec4( 0.5, 1.0, 0.4, 0.0); \n"
-		"   vec4 b = vec4( 1.0, 0.2, 0.4, 0.0); \n"
-		"   gl_FragColor = vec4(lessThanEqual(a, b)); \n"
-		"} \n",
-		{ 1.0, 0.0, 1.0, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"vector relational (vec4 >=)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 a = vec4( 0.5, 1.0, 0.4, 0.0); \n"
-		"   vec4 b = vec4( 1.0, 0.2, 0.4, 0.0); \n"
-		"   gl_FragColor = vec4(greaterThanEqual(a, b)); \n"
-		"} \n",
-		{ 0.0, 1.0, 1.0, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"vector relational (vec4 <)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 a = vec4( 0.5, 1.0, 0.4, 0.0); \n"
-		"   vec4 b = vec4( 1.0, 0.2, 0.4, 0.0); \n"
-		"   gl_FragColor = vec4(lessThan(a, b)); \n"
-		"} \n",
-		{ 1.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"vector relational (vec4 >)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec4 a = vec4( 0.5, 1.0, 0.4, 0.0); \n"
-		"   vec4 b = vec4( 1.0, 0.2, 0.4, 0.0); \n"
-		"   gl_FragColor = vec4(greaterThan(a, b)); \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"vector relational (bvec2 <,<=)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec2 a = vec2(-1.0, 2.0); \n"
-		"   vec2 b = vec2( 1.0, 2.0); \n"
-		"   vec2 c = vec2( 3.0, 2.0); \n"
-		"   bvec2 b1 = lessThan(a, b); \n"
-		"   bvec2 b2 = lessThanEqual(b, c); \n"
-		"   gl_FragColor.x = float(b1.x); \n"
-		"   gl_FragColor.y = float(b1.y); \n"
-		"   gl_FragColor.z = float(b2.x); \n"
-		"   gl_FragColor.w = float(b2.y); \n"
-		"} \n",
-		{ 1.0, 0.0, 1.0, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"vector relational (bvec2 >,>=)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec2 a = vec2(-1.0, 3.0); \n"
-		"   vec2 b = vec2( 1.0, 2.0); \n"
-		"   vec2 c = vec2( 3.0, 2.0); \n"
-		"   bvec2 b1 = greaterThan(a, b); \n"
-		"   bvec2 b2 = greaterThanEqual(b, c); \n"
-		"   gl_FragColor.x = float(b1.x); \n"
-		"   gl_FragColor.y = float(b1.y); \n"
-		"   gl_FragColor.z = float(b2.x); \n"
-		"   gl_FragColor.w = float(b2.y); \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 1.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"vector relational (bvec2 ==,!=)",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   vec2 a = vec2(-1.0, 3.0); \n"
-		"   vec2 b = vec2(-1.0, 2.0); \n"
-		"   vec2 c = vec2( 3.0, 2.0); \n"
-		"   bvec2 b1 = equal(a, b); \n"
-		"   bvec2 b2 = notEqual(b, c); \n"
-		"   gl_FragColor.x = float(b1.x); \n"
-		"   gl_FragColor.y = float(b1.y); \n"
-		"   gl_FragColor.z = float(b2.x); \n"
-		"   gl_FragColor.w = float(b2.y); \n"
-		"} \n",
-		{ 1.0, 0.0, 1.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"any() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   bvec4 b1 = bvec4(false, false, true,  false); \n"
-		"   bvec4 b2 = bvec4(false, false, false, false); \n"
-		"   bool a1 = any(b1); \n"
-		"   bool a2 = any(b2); \n"
-		"   gl_FragColor.x = float(a1); \n"
-		"   gl_FragColor.y = float(a2); \n"
-		"   gl_FragColor.z = 0.0; \n"
-		"   gl_FragColor.w = 0.0; \n"
-		"} \n",
-		{ 1.0, 0.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
-	{
-		"all() function",
-		NO_VERTEX_SHADER,
-		"void main() { \n"
-		"   bvec4 b1 = bvec4(false, true, true, false); \n"
-		"   bvec4 b2 = bvec4(true,  true, true, true ); \n"
-		"   bool a1 = all(b1); \n"
-		"   bool a2 = all(b2); \n"
-		"   gl_FragColor.x = float(a1); \n"
-		"   gl_FragColor.y = float(a2); \n"
-		"   gl_FragColor.z = 0.0; \n"
-		"   gl_FragColor.w = 0.0; \n"
-		"} \n",
-		{ 0.0, 1.0, 0.0, 0.0 },
-		DONT_CARE_Z,
-		FLAG_NONE
-	},
-
+	// Struct tests ======================================================
 	{
 		"struct (1)",
 		NO_VERTEX_SHADER,
-- 
1.8.3.2



More information about the Piglit mailing list