diff options
author | Matt Turner <mattst88@gmail.com> | 2014-05-19 22:05:50 -0700 |
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committer | Matt Turner <mattst88@gmail.com> | 2014-05-22 09:26:20 -0700 |
commit | a5a6881493125cf42a58b370e8d853ae90354a19 (patch) | |
tree | 2b08461b3c2ab8af4b5081da423f27e562ce1156 | |
parent | 50ffacdec4c4c7fe748cde2011251026e723263e (diff) |
glean/glsl1: Delete duplicated matrix tests.
-rw-r--r-- | tests/all.py | 15 | ||||
-rw-r--r-- | tests/glean/tglsl1.cpp | 248 |
2 files changed, 0 insertions, 263 deletions
diff --git a/tests/all.py b/tests/all.py index 26218f281..fa7bbaed8 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 7430217b4..4cbd96bce 100644 --- a/tests/glean/tglsl1.cpp +++ b/tests/glean/tglsl1.cpp @@ -2074,254 +2074,6 @@ static const ShaderProgram Programs[] = { FLAG_ILLEGAL_SHADER }, - // 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", |