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#ifndef _ESEXTCTESSELLATIONSHADERMAXPATCHVERTICES_HPP
#define _ESEXTCTESSELLATIONSHADERMAXPATCHVERTICES_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"
#include "esextcTessellationShaderUtils.hpp"
#include "gluShaderUtil.hpp"
#include "tcuDefs.hpp"
/*!
* \file esextcTessellationShaderMaxPatchVertices.hpp
* \brief TessellationShadeMaxPatchVertices (Test 19)
*/ /*-------------------------------------------------------------------*/
namespace glcts
{
/* Implementation for Test Case 19
*
* Make sure it is possible to use up to gl_MaxPatchVertices vertices in
* a patch and that the tessellation control shader, if it is present, can
* correctly access all of the vertices passed in a draw call. Input
* variables should be defined as arrays without explicit array size assigned.
* Test two cases:
*
* * one where the patch size is explicitly defined to be equal to
* gl_MaxPatchVertices (tessellation control shader is present);
* * another one where the patch size is implicitly assumed to be equal to
* gl_MaxPatchVertices (tessellation control shader is not present) (*);
*
* Technical details:
*
* 0. For each patch vertex, vec4 and ivec4 input attributes should be defined in
* TC. Values retrieved from these attributes should be passed to TE for XFB
* and then compared against reference data sets.
*
* (*) Only checked on Desktop
*
* Category: Functional Test.
* Priority: Must-Have
*/
class TessellationShaderMaxPatchVertices : public TestCaseBase
{
public:
/* Public methods */
TessellationShaderMaxPatchVertices(Context& context, const ExtParameters& extParams);
virtual ~TessellationShaderMaxPatchVertices()
{
}
virtual void deinit(void);
virtual IterateResult iterate(void);
private:
/* private methods */
void initTest(void);
void initProgramObjects(void);
void initVertexBufferObjects(void);
void initTransformFeedbackBufferObjects(void);
void initReferenceValues(void);
bool compareResults(const char* description, glw::GLfloat ref_fv[4]);
bool compareResults(const char* description, glw::GLint ref_iv[4]);
/* Private variables */
glw::GLuint m_bo_id_f_1; /* buffer object name for transform feedback of vec4 for case 1 */
glw::GLuint m_bo_id_f_2; /* buffer object name for transform feedback of vec4 for case 2 */
glw::GLuint m_bo_id_i_1; /* buffer object name for transform feedback of ivec4 for case 1 */
glw::GLuint m_bo_id_i_2; /* buffer object name for transform feedback of ivec4 for case 2 */
glw::GLuint m_fs_id; /* fragment shader object name */
glw::GLuint m_po_id_1; /* program object name for case 1 */
glw::GLuint m_po_id_2; /* program object name for case 2 */
glw::GLuint m_tc_id; /* tessellation control shader object name for case 1 */
glw::GLuint m_te_id; /* tessellation evaluation shader object name */
glw::GLuint m_tf_id_1; /* transform feedback object name for case 1 */
glw::GLuint m_tf_id_2; /* transform feedback object name for case 2 */
glw::GLuint m_vs_id; /* vertex shader object name */
glw::GLuint m_vao_id; /* vertex array object */
glw::GLint m_gl_max_patch_vertices; /* GL_MAX_PATCH_VERTICES_EXT pname value */
glw::GLuint m_patch_vertices_bo_f_id; /* buffer object name for patch vertices submission */
glw::GLuint m_patch_vertices_bo_i_id; /* buffer object name for patch vertices submission */
glw::GLfloat* m_patch_vertices_f; /* input array of patches for submission */
glw::GLint* m_patch_vertices_i; /* input array of patches for submission */
static const char* m_fs_code; /* fragment shader code */
static const char* m_vs_code; /* vertex shader code */
static const char* m_tc_code; /* tessellation control shader code */
static const char* m_te_code; /* tessellation evaluation shader code */
static const char* const m_tf_varyings[]; /* transform feedback varyings */
glw::GLfloat m_ref_fv_case_1[4]; /* reference values of vec4 outputs for case 1 */
glw::GLint m_ref_iv_case_1[4]; /* reference values of ivec4 outputs for case 1 */
glw::GLfloat m_ref_fv_case_2[4]; /* reference values of vec4 outputs for case 2 */
glw::GLint m_ref_iv_case_2[4]; /* reference values of ivec4 outputs for case 2 */
};
} // namespace glcts
#endif // _ESEXTCTESSELLATIONSHADERMAXPATCHVERTICES_HPP