---
 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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