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authorDylan Baker <baker.dylan.c@gmail.com>2015-03-26 17:44:43 -0700
committerDylan Baker <baker.dylan.c@gmail.com>2015-06-09 15:08:25 -0700
commited872266bf104f91997f2524f9cbb64f4fba064f (patch)
tree77afdf0a4f1a34054e098ee64b3b5f22df77fe83 /tests/spec/glsl-1.10/execution/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test
parent8de771e67db8ad97a77a1cc7c7bbd4316167dafb (diff)
generators: port variable-index-read.sh to python
This patch replaces a bash based generator with a python generator. This has the obvious advantage of remove a large swath of generated tests from the check-in, and prevents modification of a generated file. It also is much faster than the bash generator, so running at compile time isn't a problem. There are no functional differences between the bash generated versions and the python generated versions, only whitespace/line-wrapping differences, and small changes to the copyright header. All tests that passed with the bash versions pass with the python versions on the i965 driver with multiple hardware revisions. Tested with python2.7 and python3.3 v2: - rename generated test .list file (Emil) - Use a shared function to add the license text (also removes a typo in the text spotted by Emil) Signed-off-by: Dylan Baker <dylanx.c.baker@intel.com> Acked-by: Jose Fonseca <jfonseca@vmware.com>
Diffstat (limited to 'tests/spec/glsl-1.10/execution/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test')
-rw-r--r--tests/spec/glsl-1.10/execution/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test59
1 files changed, 0 insertions, 59 deletions
diff --git a/tests/spec/glsl-1.10/execution/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test b/tests/spec/glsl-1.10/execution/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test
deleted file mode 100644
index 140b00c89..000000000
--- a/tests/spec/glsl-1.10/execution/variable-indexing/fs-uniform-mat2-col-row-rd.shader_test
+++ /dev/null
@@ -1,59 +0,0 @@
-# Test generated by:
-# ../../../glsl-1.10/variable-index-read.sh 1.10
-
-[require]
-GLSL >= 1.10
-
-[vertex shader]
-uniform int col;
-uniform int row;
-uniform float expect;
-uniform mat2 m;
-varying vec4 color;
-
-void main()
-{
- gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
-}
-
-[fragment shader]
-uniform int col;
-uniform int row;
-uniform float expect;
-uniform mat2 m;
-varying vec4 color;
-
-void main()
-{
- gl_FragColor = (m[col][row] == expect)
- ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
-}
-
-[test]
-clear color 0.5 0.5 0.5 0.5
-clear
-ortho
-
-uniform mat2x2 m 1.0 2.0 3.0 4.0
-uniform int col 0
-uniform int row 0
-uniform float expect 1
-draw rect 5 5 10 10
-probe rgb 10 10 0.0 1.0 0.0
-
-uniform int row 1
-uniform float expect 2
-draw rect 5 20 10 10
-probe rgb 10 25 0.0 1.0 0.0
-
-uniform int col 1
-uniform int row 0
-uniform float expect 3
-draw rect 20 5 10 10
-probe rgb 25 10 0.0 1.0 0.0
-
-uniform int row 1
-uniform float expect 4
-draw rect 20 20 10 10
-probe rgb 25 25 0.0 1.0 0.0
-