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#ifndef _ESEXTCGEOMETRYSHADERNONARRAYINPUT_HPP
#define _ESEXTCGEOMETRYSHADERNONARRAYINPUT_HPP
/*-------------------------------------------------------------------------
* OpenGL Conformance Test Suite
* -----------------------------
*
* Copyright (c) 2014-2016 The Khronos Group Inc.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/ /*!
* \file
* \brief
*/ /*-------------------------------------------------------------------*/
#include "../esextcTestCaseBase.hpp"
namespace glcts
{
/** Implementation of "Group 4" from CTS_EXT_geometry_shader. Description follows:
*
* 1. Make sure GLES implementation does not accept non-array input variables
* in geometry shaders. Geometry shaders using unsized array-based input
* variables and blocks should not be detrimental to the linking process.
*
* Category : API;
* Negative & positive tests.
*
* Create two program objects, a boilerplate fragment shader object and two
* vertex shader objects.
*
* Create a geometry shader object A. The implementation should not use any
* interface blocks - all input variables (discussed below) should be
* located in the default interface block. Variable named v4 should lack
* array brackets (as required by the spec). A corresponding vertex shader
* object A should output all variables(see later discussion) expected by
* the geometry shader, so that the interfaces match.
*
* Create a geometry shader object B. The implementation should use a single
* input interface block *not* being declared as an unsized array (opposite
* to spec requirements). A corresponding vertex shader object B should
* output the interface block, so that that interfaces match. Both stages
* should use variables as discussed in next paragraph.
*
* Vertex shader stage should output the following variables (in a separate
* output interface block or in the default one, depending on geometry
* shader object considered):
*
* * vec4 v1 (set to (-1, -1, 0, 1) )
* * vec4 v2 (set to (-1, 1, 0, 1) )
* * vec4 v3 (set to ( 1, -1, 0, 1) )
* * vec4 v4 (set to ( 1, 1, 0, 1) )
*
* Both geometry shaders should take points on input and output a triangle
* strip, consisting of a maximum of 4 vertices. For each input point, they
* should emit 4 vertices, of which coordinates are subsequently described
* by vectors v1, v2, v3 and v4.
*
* Fragment shader stage should set output vec4 variable to (0, 255, 0, 255).
*
* Program object A should use fragment shader object as described above,
* geometry shader object A and vertex shader object A.
* Program object B should use fragment shader object as described above,
* geometry shader object B and vertex shader object B.
*
* Both program objects A and B are expected not to link correctly (their
* GL_LINK_STATUS after linking should be reported as GL_FALSE).
*
* Delete both program objects and geometry shader objects. Geometry shader
* objects should now use a slightly modified implementation where the input
* variables and the interface block is correctly defined as unsized array.
*
* Attach all shaders to corresponding program objects, compile them, link
* program objects. Both program objects should now link correctly.
*
* The test should now set up a FBO. A 2D texture of 4x4 resolution using
* GL_RGBA8 internal format should be attached to its color attachment 0.
*
* The test should generate and bind a vertex array object, as well as the
* framebuffer object.
*
* For each program object, the test should clear the color buffer with
* (255, 0, 0, 0) color and then draw a single point. The test passes if all
* of the texels of the texture attached to color attachment 0 are equal to
* (0, 255, 0, 255).
*/
class GeometryShaderNonarrayInputCase : public TestCaseBase
{
public:
/* Public methods */
GeometryShaderNonarrayInputCase(Context& context, const ExtParameters& extParams, const char* name,
const char* description);
virtual ~GeometryShaderNonarrayInputCase(void)
{
}
void deinit(void);
IterateResult iterate(void);
protected:
/* Protected variables */
glw::GLuint m_fbo_id;
glw::GLuint m_fs;
glw::GLuint m_gs_invalid_non_ib;
glw::GLuint m_gs_invalid_ib;
glw::GLuint m_gs_valid_non_ib;
glw::GLuint m_gs_valid_ib;
glw::GLuint m_po_a_invalid;
glw::GLuint m_po_b_invalid;
glw::GLuint m_po_a_valid;
glw::GLuint m_po_b_valid;
glw::GLuint m_to_id;
glw::GLuint m_vao_id;
glw::GLuint m_vs_valid_ib;
glw::GLuint m_vs_valid_non_ib;
static const char* m_fs_code;
static const char* m_gs_code_preamble;
static const char* m_gs_code_body;
static const char* m_vs_code_preamble;
static const char* m_vs_code_body;
};
} // namespace glcts
#endif // _ESEXTCGEOMETRYSHADERNONARRAYINPUT_HPP