[Piglit] [PATCH 3/4] glsl-1.10: Rename tests to follow <stage>-<built-in>-<details> pattern

Ian Romanick idr at freedesktop.org
Mon Mar 23 12:02:06 PDT 2015


From: Ian Romanick <ian.d.romanick at intel.com>

Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Cc: Dylan Baker <baker.dylan.c at gmail.com>
---
 .../execution/fs-inline-notequal.shader_test       | 27 ---------------------
 .../fs-notEqual-inline-function.shader_test        | 27 +++++++++++++++++++++
 .../execution/vs-inline-notequal.shader_test       | 28 ----------------------
 .../vs-notEqual-inline-function.shader_test        | 28 ++++++++++++++++++++++
 4 files changed, 55 insertions(+), 55 deletions(-)
 delete mode 100644 tests/spec/glsl-1.10/execution/fs-inline-notequal.shader_test
 create mode 100644 tests/spec/glsl-1.10/execution/fs-notEqual-inline-function.shader_test
 delete mode 100644 tests/spec/glsl-1.10/execution/vs-inline-notequal.shader_test
 create mode 100644 tests/spec/glsl-1.10/execution/vs-notEqual-inline-function.shader_test

diff --git a/tests/spec/glsl-1.10/execution/fs-inline-notequal.shader_test b/tests/spec/glsl-1.10/execution/fs-inline-notequal.shader_test
deleted file mode 100644
index 2ccc927..0000000
--- a/tests/spec/glsl-1.10/execution/fs-inline-notequal.shader_test
+++ /dev/null
@@ -1,27 +0,0 @@
-# This test exercises a bug found in Mesa: if function inlining caused
-# an execution of notEqual() to be constant-folded, an assertion
-# failure would occur.
-[require]
-GLSL >= 1.10
-
-[vertex shader]
-void main()
-{
-  gl_Position = gl_Vertex;
-}
-
-[fragment shader]
-bvec4 foo(vec4 x, vec4 y)
-{
-  return notEqual(x, y);
-}
-
-void main()
-{
-  gl_FragColor = vec4(foo(vec4(0.0, 0.0, 1.0, 1.0),
-                          vec4(0.0, 1.0, 1.0, 0.0)));
-}
-
-[test]
-draw rect -1 -1 2 2
-probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.10/execution/fs-notEqual-inline-function.shader_test b/tests/spec/glsl-1.10/execution/fs-notEqual-inline-function.shader_test
new file mode 100644
index 0000000..2ccc927
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/fs-notEqual-inline-function.shader_test
@@ -0,0 +1,27 @@
+# This test exercises a bug found in Mesa: if function inlining caused
+# an execution of notEqual() to be constant-folded, an assertion
+# failure would occur.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+void main()
+{
+  gl_Position = gl_Vertex;
+}
+
+[fragment shader]
+bvec4 foo(vec4 x, vec4 y)
+{
+  return notEqual(x, y);
+}
+
+void main()
+{
+  gl_FragColor = vec4(foo(vec4(0.0, 0.0, 1.0, 1.0),
+                          vec4(0.0, 1.0, 1.0, 0.0)));
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.10/execution/vs-inline-notequal.shader_test b/tests/spec/glsl-1.10/execution/vs-inline-notequal.shader_test
deleted file mode 100644
index bfb74cc..0000000
--- a/tests/spec/glsl-1.10/execution/vs-inline-notequal.shader_test
+++ /dev/null
@@ -1,28 +0,0 @@
-# This test exercises a bug found in Mesa: if function inlining caused
-# an execution of notEqual() to be constant-folded, an assertion
-# failure would occur.
-[require]
-GLSL >= 1.10
-
-[vertex shader]
-bvec4 foo(vec4 x, vec4 y)
-{
-  return notEqual(x, y);
-}
-
-void main()
-{
-  gl_Position = gl_Vertex;
-  gl_FrontColor = vec4(foo(vec4(0.0, 0.0, 1.0, 1.0),
-                           vec4(0.0, 1.0, 1.0, 0.0)));
-}
-
-[fragment shader]
-void main()
-{
-  gl_FragColor = gl_Color;
-}
-
-[test]
-draw rect -1 -1 2 2
-probe all rgba 0.0 1.0 0.0 1.0
diff --git a/tests/spec/glsl-1.10/execution/vs-notEqual-inline-function.shader_test b/tests/spec/glsl-1.10/execution/vs-notEqual-inline-function.shader_test
new file mode 100644
index 0000000..bfb74cc
--- /dev/null
+++ b/tests/spec/glsl-1.10/execution/vs-notEqual-inline-function.shader_test
@@ -0,0 +1,28 @@
+# This test exercises a bug found in Mesa: if function inlining caused
+# an execution of notEqual() to be constant-folded, an assertion
+# failure would occur.
+[require]
+GLSL >= 1.10
+
+[vertex shader]
+bvec4 foo(vec4 x, vec4 y)
+{
+  return notEqual(x, y);
+}
+
+void main()
+{
+  gl_Position = gl_Vertex;
+  gl_FrontColor = vec4(foo(vec4(0.0, 0.0, 1.0, 1.0),
+                           vec4(0.0, 1.0, 1.0, 0.0)));
+}
+
+[fragment shader]
+void main()
+{
+  gl_FragColor = gl_Color;
+}
+
+[test]
+draw rect -1 -1 2 2
+probe all rgba 0.0 1.0 0.0 1.0
-- 
2.1.0



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