Clean up texture sampling and verification code.
authorJarkko Pöyry <jpoyry@google.com>
Sat, 11 Apr 2015 01:50:39 +0000 (18:50 -0700)
committerJarkko Pöyry <jpoyry@google.com>
Fri, 17 Apr 2015 02:19:55 +0000 (19:19 -0700)
- Remove unused function.
- Fix some source whitespace alignment issues.

Change-Id: If6fe06708af62421194b43bb7efa8a9e63a8684b

framework/common/tcuTexLookupVerifier.cpp
modules/glshared/glsTextureTestUtil.cpp

index 83af974..89aa55b 100644 (file)
@@ -2465,32 +2465,32 @@ static bool isCubeGatherResultValid (const TextureCubeView&                     texture,
        return false;
 }
 
-bool isGatherResultValid (const TextureCubeView&               texture,
-                                                                const Sampler&                         sampler,
-                                                                const LookupPrecision&         prec,
-                                                                const Vec3&                            coord,
-                                                                int                                            componentNdx,
-                                                                const Vec4&                            result)
+bool isGatherResultValid (const TextureCubeView&       texture,
+                                                 const Sampler&                        sampler,
+                                                 const LookupPrecision&        prec,
+                                                 const Vec3&                           coord,
+                                                 int                                           componentNdx,
+                                                 const Vec4&                           result)
 {
        return isCubeGatherResultValid(texture, sampler, prec, coord, componentNdx, result);
 }
 
 bool isGatherResultValid (const TextureCubeView&               texture,
-                                                                const Sampler&                         sampler,
-                                                                const IntLookupPrecision&      prec,
-                                                                const Vec3&                            coord,
-                                                                int                                            componentNdx,
-                                                                const IVec4&                           result)
+                                                 const Sampler&                                sampler,
+                                                 const IntLookupPrecision&             prec,
+                                                 const Vec3&                                   coord,
+                                                 int                                                   componentNdx,
+                                                 const IVec4&                                  result)
 {
        return isCubeGatherResultValid(texture, sampler, prec, coord, componentNdx, result);
 }
 
 bool isGatherResultValid (const TextureCubeView&               texture,
-                                                                const Sampler&                         sampler,
-                                                                const IntLookupPrecision&      prec,
-                                                                const Vec3&                            coord,
-                                                                int                                            componentNdx,
-                                                                const UVec4&                           result)
+                                                 const Sampler&                                sampler,
+                                                 const IntLookupPrecision&             prec,
+                                                 const Vec3&                                   coord,
+                                                 int                                                   componentNdx,
+                                                 const UVec4&                                  result)
 {
        return isCubeGatherResultValid(texture, sampler, prec, coord, componentNdx, result);
 }
index c87188f..328104e 100644 (file)
@@ -181,15 +181,6 @@ inline float triangleInterpolate (const tcu::Vec3& v, float x, float y)
        return triangleInterpolate(v.x(), v.y(), v.z(), x, y);
 }
 
-inline float triQuadInterpolate (float x, float y, const tcu::Vec4& quad)
-{
-       // \note Top left fill rule.
-       if (x + y < 1.0f)
-               return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
-       else
-               return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
-}
-
 SurfaceAccess::SurfaceAccess (tcu::Surface& surface, const tcu::PixelFormat& colorFmt, int x, int y, int width, int height)
        : m_surface             (&surface)
        , m_colorMask   (getColorMask(colorFmt))
@@ -1169,10 +1160,10 @@ glu::ShaderProgram* ProgramLibrary::getProgram (Program program)
                        case PROGRAM_2D_ARRAY_SHADOW:   sampler = "sampler2DArrayShadow";       lookup = "vec4(texture(u_sampler, vec4(v_texCoord, u_ref)), 0.0, 0.0, 1.0)";                    break;
                        case PROGRAM_3D_FLOAT:                  sampler = "sampler3D";                          lookup = "texture(u_sampler, v_texCoord)";                                                                                              break;
                        case PROGRAM_3D_INT:                    sampler = "isampler3D";                         lookup = "vec4(texture(u_sampler, v_texCoord))";                                                                                break;
-                       case PROGRAM_3D_UINT:                   sampler =usampler3D";                         lookup = "vec4(texture(u_sampler, v_texCoord))";                                                                                break;
+                       case PROGRAM_3D_UINT:                   sampler = "usampler3D";                         lookup = "vec4(texture(u_sampler, v_texCoord))";                                                                                break;
                        case PROGRAM_3D_FLOAT_BIAS:             sampler = "sampler3D";                          lookup = "texture(u_sampler, v_texCoord, u_bias)";                                                                              break;
                        case PROGRAM_3D_INT_BIAS:               sampler = "isampler3D";                         lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))";                                                                break;
-                       case PROGRAM_3D_UINT_BIAS:              sampler =usampler3D";                         lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))";                                                                break;
+                       case PROGRAM_3D_UINT_BIAS:              sampler = "usampler3D";                         lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))";                                                                break;
                        case PROGRAM_CUBE_ARRAY_FLOAT:  sampler = "samplerCubeArray";           lookup = "texture(u_sampler, v_texCoord)";                                                                                              break;
                        case PROGRAM_CUBE_ARRAY_INT:    sampler = "isamplerCubeArray";          lookup = "vec4(texture(u_sampler, v_texCoord))";                                                                                break;
                        case PROGRAM_CUBE_ARRAY_UINT:   sampler = "usamplerCubeArray";          lookup = "vec4(texture(u_sampler, v_texCoord))";                                                                                break;