[Piglit] [PATCH 10/11] glean/glsl1: Delete duplicated matrix tests.

Matt Turner mattst88 at gmail.com
Tue May 20 15:32:02 PDT 2014


---
 tests/all.py           |  15 ---
 tests/glean/tglsl1.cpp | 248 -------------------------------------------------
 2 files changed, 263 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index f9bc763..1b27a6f 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -269,21 +269,6 @@ glean_glsl_tests = ['Directly set fragment color',
                     'syntax error check (2)',
                     'syntax error check (3)',
                     'TIntermediate::addUnaryMath',
-                    'mat2x4 construct',
-                    'mat4x2 construct',
-                    'mat2x3 construct',
-                    'mat3x2 construct',
-                    'mat4x3 construct',
-                    'mat3x4 construct',
-                    'vec4 * mat3x4 multiply',
-                    'mat4x2 * vec4',
-                    'mat4x2 * mat2x4',
-                    'vec2 * mat4x2 multiply',
-                    'vec3 * mat4x3 multiply',
-                    'uniform matrix 2x4',
-                    'uniform matrix 2x4, transposed',
-                    'uniform matrix 4x3',
-                    'uniform matrix 4x3, transposed',
                     'GLSL 1.20 arrays',
                     'GLSL 1.20 array constructor 1',
                     'GLSL 1.20 array constructor 2',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index 5c96e7d..6f48066 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -1951,254 +1951,6 @@ static const ShaderProgram Programs[] = {
 		FLAG_NONE
 	},
 
-	// GLSL 1.20 tests ======================================================
-	{
-		"mat2x4 construct",
-		NO_VERTEX_SHADER,
-		"#version 120\n"
-		"void main() { \n"
-		"   mat2x4 m = mat2x4(0.1, 0.2, 0.3, 0.4, \n"
-		"        	     0.5, 0.6, 0.7, 0.8); \n"
-		"   gl_FragColor = m[1]; \n"
-		"} \n",
-		{ 0.5, 0.6, 0.7, 0.8 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"mat4x2 construct",
-		NO_VERTEX_SHADER,
-		"#version 120\n"
-		"void main() { \n"
-		"   mat4x2 m = mat4x2(0.1, 0.2, \n"
-		"        	     0.3, 0.4, \n"
-		"        	     0.5, 0.6, \n"
-		"        	     0.7, 0.8); \n"
-		"   gl_FragColor.xy = m[1]; \n"
-		"   gl_FragColor.zw = m[2]; \n"
-		"} \n",
-		{ 0.3, 0.4, 0.5, 0.6 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"mat2x3 construct",
-		NO_VERTEX_SHADER,
-		"#version 120\n"
-		"void main() { \n"
-		"   mat2x3 m = mat2x3(0.1, 0.2, 0.3, \n"
-		"        	     0.4, 0.5, 0.6); \n"
-		"   gl_FragColor.xyz = m[1]; \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 0.4, 0.5, 0.6, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"mat3x2 construct",
-		NO_VERTEX_SHADER,
-		"#version 120\n"
-		"void main() { \n"
-		"   mat3x2 m = mat3x2(0.1, 0.2, \n"
-		"        	     0.3, 0.4, \n"
-		"        	     0.5, 0.6); \n"
-		"   gl_FragColor.xy = m[1]; \n"
-		"   gl_FragColor.zw = m[2]; \n"
-		"} \n",
-		{ 0.3, 0.4, 0.5, 0.6 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"mat4x3 construct",
-		NO_VERTEX_SHADER,
-		"#version 120\n"
-		"void main() { \n"
-		"   mat4x3 m = mat4x3(0.1, 0.2, 0.3, \n"
-		"        	     0.4, 0.5, 0.6, \n"
-		"        	     0.7, 0.8, 0.9, \n"
-		"        	     1.0, 0.0, 1.0); \n"
-		"   gl_FragColor.xyz = m[1]; \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 0.4, 0.5, 0.6, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"mat3x4 construct",
-		NO_VERTEX_SHADER,
-		"#version 120\n"
-		"void main() { \n"
-		"   mat3x4 m = mat3x4(0.1, 0.2, 0.3, 0.4, \n"
-		"        	     0.5, 0.6, 0.7, 0.8, \n"
-		"        	     0.9, 1.0, 0.0, 1.0);\n"
-		"   gl_FragColor = m[1]; \n"
-		"} \n",
-		{ 0.5, 0.6, 0.7, 0.8 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-
-	{
-		"vec4 * mat3x4 multiply",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"void main() { \n"
-		"   vec4 v = vec4(0.2, -0.2, 0.4, 0.1); \n"
-		"   mat3x4 m = mat3x4(0.1, 0.2, 0.3, 0.4, \n"
-		"        	     0.5, 0.6, 0.7, 0.8, \n"
-		"        	     0.9, 1.0, 0.0, 1.0);\n"
-		"   gl_FragColor.xyz = v * m; \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 0.2 * 0.1 + -0.2 * 0.2 + 0.4 * 0.3 + 0.1 * 0.4,
-		  0.2 * 0.5 + -0.2 * 0.6 + 0.4 * 0.7 + 0.1 * 0.8,
-		  0.2 * 0.9 + -0.2 * 1.0 + 0.4 * 0.0 + 0.1 * 1.0,
-		  1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-
-	{
-		"mat4x2 * vec4",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"void main() { \n"
-		"   mat4x2 m = mat4x2(0.1, 0.2, \n"
-		"        	     0.3, 0.4, \n"
-		"        	     0.5, 0.6, \n"
-		"        	     0.7, 0.8); \n"
-		"   vec4 v = vec4(0.9, 0.8, 0.7, 0.6); \n"
-		"   gl_FragColor.xy = (m * v) * 0.5; \n"
-		"   gl_FragColor.zw = vec2(0.0); \n"
-		"} \n",
-		{ (0.1 * 0.9 + 0.3 * 0.8 + 0.5 * 0.7 + 0.7 * 0.6) * 0.5,
-		  (0.2 * 0.9 + 0.4 * 0.8 + 0.6 * 0.7 + 0.8 * 0.6) * 0.5,
-		  0.0,
-		  0.0
-		},
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-
-	{
-		"mat4x2 * mat2x4",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"void main() { \n"
-		"   mat4x2 m1 = mat4x2(0.1, 0.2, \n"
-		"        	      0.3, 0.4, \n"
-		"        	      0.5, 0.6, \n"
-		"        	      0.7, 0.8); \n"
-		"   mat2x4 m2 = mat2x4(0.9, 0.8, 0.7, 0.6, \n"
-		"        	      0.5, 0.4, 0.3, 0.2); \n"
-		"   mat2 m3 = m1 * m2; \n"
-		"   vec4 v4; \n"
-		"   v4.xy = m3[0]; \n"
-		"   v4.zw = m3[1]; \n"
-		"   gl_FragColor = v4 * 0.5; \n"
-		"} \n",
-		{ (0.1 * 0.9 + 0.3 * 0.8 + 0.5 * 0.7 + 0.7 * 0.6) * 0.5,
-		  (0.2 * 0.9 + 0.4 * 0.8 + 0.6 * 0.7 + 0.8 * 0.6) * 0.5,
-		  (0.1 * 0.5 + 0.3 * 0.4 + 0.5 * 0.3 + 0.7 * 0.2) * 0.5,
-		  (0.2 * 0.5 + 0.4 * 0.4 + 0.6 * 0.3 + 0.8 * 0.2) * 0.5
-		},
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-
-	{
-		"vec2 * mat4x2 multiply",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"void main() { \n"
-		"   vec2 v = vec2(0.2, 0.5); \n"
-		"   mat4x2 m = mat4x2(0.1, 0.2, \n"
-		"        	     0.3, 0.4, \n"
-		"        	     0.5, 0.6, \n"
-		"        	     0.7, 0.8); \n"
-		"   gl_FragColor = v * m; \n"
-		"} \n",
-		{ 0.2 * 0.1 + 0.5 * 0.2,
-		  0.2 * 0.3 + 0.5 * 0.4,
-		  0.2 * 0.5 + 0.5 * 0.6,
-		  0.2 * 0.7 + 0.5 * 0.8 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"vec3 * mat4x3 multiply",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"void main() { \n"
-		"   vec3 v = vec3(0.2, 0.5, 0.1); \n"
-		"   mat4x3 m = mat4x3(0.1, 0.2, 0.3, \n"
-		"        	     0.4, 0.5, 0.6, \n"
-		"        	     0.7, 0.8, 0.9, \n"
-		"        	     1.0, 0.1, 0.2); \n"
-		"   gl_FragColor = v * m; \n"
-		"} \n",
-		{ 0.2 * 0.1 + 0.5 * 0.2 + 0.1 * 0.3,
-		  0.2 * 0.4 + 0.5 * 0.5 + 0.1 * 0.6,
-		  0.2 * 0.7 + 0.5 * 0.8 + 0.1 * 0.9,
-		  0.2 * 1.0 + 0.5 * 0.1 + 0.1 * 0.2 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-
-	{
-		"uniform matrix 2x4",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"uniform mat2x4 uniformMat2x4; \n"
-		"void main() { \n"
-		"   gl_FragColor = uniformMat2x4[0]; \n"
-		"} \n",
-		{ 0.0, 0.1, 0.2, 0.3 },  // first column of 2x4 matrix
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"uniform matrix 2x4, transposed",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"uniform mat2x4 uniformMat2x4t; \n"
-		"void main() { \n"
-		"   gl_FragColor = uniformMat2x4t[0]; \n"
-		"} \n",
-		{ 0.0, 0.2, 0.4, 0.6 },  // first row of 4x2 matrix
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"uniform matrix 4x3",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"uniform mat4x3 uniformMat4x3; \n"
-		"void main() { \n"
-		"   gl_FragColor.xyz = uniformMat4x3[1]; \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 0.3, 0.4, 0.5, 1.0 },  // second column of 4x3 matrix
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"uniform matrix 4x3, transposed",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"uniform mat4x3 uniformMat4x3t; \n"
-		"void main() { \n"
-		"   gl_FragColor.xyz = uniformMat4x3t[1]; \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 0.1, 0.5, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-
 	// Tests for GLSL 1.20 new array features
 	{
 		"GLSL 1.20 arrays",
-- 
1.8.3.2



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