[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
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