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

Matt Turner mattst88 at gmail.com
Tue May 20 15:32:03 PDT 2014


---
 tests/all.py           |  14 ----
 tests/glean/tglsl1.cpp | 183 -------------------------------------------------
 2 files changed, 197 deletions(-)

diff --git a/tests/all.py b/tests/all.py
index 1b27a6f..80413c7 100644
--- a/tests/all.py
+++ b/tests/all.py
@@ -269,20 +269,6 @@ glean_glsl_tests = ['Directly set fragment color',
                     'syntax error check (2)',
                     'syntax error check (3)',
                     'TIntermediate::addUnaryMath',
-                    'GLSL 1.20 arrays',
-                    'GLSL 1.20 array constructor 1',
-                    'GLSL 1.20 array constructor 2',
-                    'GLSL 1.20 array constructor 3',
-                    'GLSL 1.20 array constructor 4',
-                    'GLSL 1.20 array constructor 5',
-                    'GLSL 1.20 array constructor 6',
-                    'GLSL 1.20 array constructor 7',
-                    'GLSL 1.20 array constructor 8',
-                    'GLSL 1.20 const array constructor 1',
-                    'GLSL 1.20 const array constructor 2',
-                    'GLSL 1.20 uniform array constructor',
-                    'GLSL 1.20 array.length()',
-                    'GLSL 1.20 array error check',
                     'GLSL 1.30 precision qualifiers',
                     'GLSL 1.20 invariant, centroid qualifiers',
                     'Divide by zero',
diff --git a/tests/glean/tglsl1.cpp b/tests/glean/tglsl1.cpp
index 6f48066..e0d511a 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -1951,189 +1951,6 @@ static const ShaderProgram Programs[] = {
 		FLAG_NONE
 	},
 
-	// Tests for GLSL 1.20 new array features
-	{
-		"GLSL 1.20 arrays",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"float [2] x; \n"
-		"void main() { \n"
-		"   x[0] = 1.0; \n"
-		"   x[1] = 2.0; \n"
-		"   gl_FragColor.x = x[0]; \n"
-		"   gl_FragColor.y = 0.25 * x[1]; \n"
-		"   gl_FragColor.z = 0.1 * (x[0] + x[1]); \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 1.0, 0.5, 0.3, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 array constructor 1",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"float [2] x = float[2](1.0, 2.0); \n"
-		"void main() { \n"
-		"   gl_FragColor.x = x[0]; \n"
-		"   gl_FragColor.y = 0.25 * x[1]; \n"
-		"   gl_FragColor.z = 0.1 * (x[0] + x[1]); \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 1.0, 0.5, 0.3, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 array constructor 2",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"vec4 [2] colors = vec4[2](vec4(0.5, 0.4, 0.3, 0.2), \n"
-		"        		  vec4(0.7, 0.8, 0.9, 1.0)); \n"
-		"void main() { \n"
-		"   gl_FragColor = colors[1]; \n"
-		"} \n",
-		{ 0.7, 0.8, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-#if 0 // not working with Mesa yet
-	{
-		"GLSL 1.20 array constructor 3",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"vec4 [] colors = vec4[2](vec4(0.5, 0.4, 0.3, 0.2), \n"
-		"        		vec4(0.7, 0.8, 0.9, 1.0)); \n"
-		"void main() { \n"
-		"   gl_FragColor = colors[1]; \n"
-		"} \n",
-		{ 0.7, 0.8, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 array constructor 4",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"vec4 [2] colors = vec4[](vec4(0.5, 0.4, 0.3, 0.2), \n"
-		"        		 vec4(0.7, 0.8, 0.9, 1.0)); \n"
-		"void main() { \n"
-		"   gl_FragColor = colors[1]; \n"
-		"} \n",
-		{ 0.7, 0.8, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 array constructor 5",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"vec4 [] colors = vec4[](vec4(0.5, 0.4, 0.3, 0.2), \n"
-		"        		vec4(0.7, 0.8, 0.9, 1.0)); \n"
-		"void main() { \n"
-		"   gl_FragColor = colors[1]; \n"
-		"} \n",
-		{ 0.7, 0.8, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 array constructor 6",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"vec4 colors[] = vec4[](vec4(0.5, 0.4, 0.3, 0.2), \n"
-		"        	       vec4(0.7, 0.8, 0.9, 1.0)); \n"
-		"void main() { \n"
-		"   gl_FragColor = colors[1]; \n"
-		"} \n",
-		{ 0.7, 0.8, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 array constructor 7",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"vec4 colors[2] = vec4[](vec4(0.5, 0.4, 0.3, 0.2), \n"
-		"        		vec4(0.7, 0.8, 0.9, 1.0)); \n"
-		"void main() { \n"
-		"   gl_FragColor = colors[1]; \n"
-		"} \n",
-		{ 0.7, 0.8, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 array constructor 8",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"vec4 colors[2] = vec4[2](vec4(0.5, 0.4, 0.3, 0.2), \n"
-		"                         vec4(0.7, 0.8, 0.9, 1.0)); \n"
-		"void main() { \n"
-		"   gl_FragColor = colors[1]; \n"
-		"} \n",
-		{ 0.7, 0.8, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-#endif
-	{
-		"GLSL 1.20 const array constructor 1",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"const float [2] x = float[2](1.0, 2.0); \n"
-		"void main() { \n"
-		"   gl_FragColor.x = x[0]; \n"
-		"   gl_FragColor.y = 0.25 * x[1]; \n"
-		"   gl_FragColor.z = 0.1 * (x[0] + x[1]); \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 1.0, 0.5, 0.3, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 const array constructor 2",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"const vec4 [2] colors = vec4[2](vec4(0.5, 0.4, 0.3, 0.2), \n"
-		"                        vec4(0.7, 0.8, 0.9, 1.0)); \n"
-		"void main() { \n"
-		"   gl_FragColor = colors[1]; \n"
-		"} \n",
-		{ 0.7, 0.8, 0.9, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 uniform array constructor",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"uniform float [2] x = float[2](1.0, 2.0); \n"
-		"void main() { \n"
-		"   gl_FragColor.x = x[0]; \n"
-		"   gl_FragColor.y = 0.25 * x[1]; \n"
-		"   gl_FragColor.z = 0.1 * (x[0] + x[1]); \n"
-		"   gl_FragColor.w = 1.0; \n"
-		"} \n",
-		{ 1.0, 0.5, 0.3, 1.0 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-	{
-		"GLSL 1.20 array.length()",
-		NO_VERTEX_SHADER,
-		"#version 120 \n"
-		"const float [2] x = float[2](1.0, 2.0); \n"
-		"void main() { \n"
-		"   int l = x.length(); \n"
-		"   gl_FragColor = vec4(l * 0.25); \n"
-		"} \n",
-		{ 0.5, 0.5, 0.5, 0.5 },
-		DONT_CARE_Z,
-		FLAG_VERSION_1_20
-	},
-
 	// Other new GLSL 1.20, 1.30 features (just parse/compile tests)
 	{
 		"GLSL 1.30 precision qualifiers",
-- 
1.8.3.2



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