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authorMatt Turner <mattst88@gmail.com>2014-05-19 22:10:13 -0700
committerMatt Turner <mattst88@gmail.com>2014-05-22 09:26:20 -0700
commit7b31b41ebda5c5645ecddb616937d4796cfe9bb0 (patch)
treef2f588beae69935aa54d1336a2089fe2058c2e31
parenta5a6881493125cf42a58b370e8d853ae90354a19 (diff)
glean/glsl1: Delete duplicated array tests.
-rw-r--r--tests/all.py14
-rw-r--r--tests/glean/tglsl1.cpp196
2 files changed, 0 insertions, 210 deletions
diff --git a/tests/all.py b/tests/all.py
index fa7bbaed8..9e9d92f98 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 4cbd96bce..0a943a05a 100644
--- a/tests/glean/tglsl1.cpp
+++ b/tests/glean/tglsl1.cpp
@@ -2074,202 +2074,6 @@ static const ShaderProgram Programs[] = {
FLAG_ILLEGAL_SHADER
},
- // 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
- },
- {
- "GLSL 1.20 array error check",
- NO_VERTEX_SHADER,
- "#version 120 \n"
- "// Note array size disagreement here: \n"
- "const float [2] x = float[3](1.0, 2.0); \n"
- "void main() { \n"
- " gl_FragColor = vec4(1); \n"
- "} \n",
- { 1.0, 1.0, 1.0, 1.0 },
- DONT_CARE_Z,
- FLAG_VERSION_1_20 | FLAG_ILLEGAL_SHADER
- },
-
// Other new GLSL 1.20, 1.30 features (just parse/compile tests)
{
"GLSL 1.30 precision qualifiers",