| #ifndef _ESEXTCGPUSHADER5UNIFORMBLOCKSARRAYINDEXING_HPP |
| #define _ESEXTCGPUSHADER5UNIFORMBLOCKSARRAYINDEXING_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 |
| */ /*-------------------------------------------------------------------*/ |
| |
| /*! |
| * \file esextcGPUShader5UniformBlocksArrayIndexing.hpp |
| * \brief GPUShader5 Uniform Blocks Array Indexing Test (Test Group 4) |
| */ /*-------------------------------------------------------------------*/ |
| |
| #include "../esextcTestCaseBase.hpp" |
| |
| namespace glcts |
| { |
| |
| /** "Test 4" from CTS_EXT_gpu_shader5. Description follows |
| * |
| * Test whether indexing into an array of uniform blocks using dynamically |
| * uniform integer expressions works as expected. |
| * |
| * Category: API, |
| * Functional Test. |
| * |
| * Write a vertex shader with an array of four uniform blocks. |
| * |
| * The blocks should be as specified below: |
| * uniform PositionBlock { |
| * vec4 position; |
| * } positionBlocks[4]; |
| * |
| * Initialize a set of buffer objects to be assigned as uniform block data |
| * sources. Subsequent buffer objects should use: (-1.0, -1.0, 0.0, 1.0), |
| * (-1.0, 1.0, 0.0, 1.0), (1.0, -1.0, 0.0, 1.0), (1.0, 1.0, 0.0, 1.0) |
| * as position vector variable values. |
| * |
| * Add a uniform variable: |
| * |
| * uniform uint index; |
| * |
| * In the vertex shader perform operation: |
| * |
| * gl_Position = positionBlocks[index].position; |
| * |
| * Write a fragment shader that assigns a (1.0,1.0,1.0,1.0) color to |
| * fragment output color. |
| * |
| * Configure transform feedback to capture the value of gl_Position. |
| * |
| * Create a program from the above vertex shader and fragment shader |
| * and use it. |
| * |
| * Execute four draw calls: |
| * |
| * glUniform1ui( indexLocation, 0); |
| * glDrawArrays(GL_POINTS, 0, 1); |
| * |
| * glUniform1ui( indexLocation, 1); |
| * glDrawArrays(GL_POINTS, 0, 1); |
| * |
| * glUniform1ui( indexLocation, 2); |
| * glDrawArrays(GL_POINTS, 0, 1); |
| * |
| * glUniform1ui( indexLocation, 3); |
| * glDrawArrays(GL_POINTS, 0, 1); |
| * |
| * After each draw call copy captured result from the buffer object bound |
| * to transform feedback binding point to outPositions[drawCallNr] |
| * array member. |
| * |
| * The test is successful if the value of outPosition[0] is equal to |
| * (-1.0,-1.0,0.0,1.0), outPosition [1] is equal to (-1.0,1.0,0.0,1.0), |
| * outPosition [2] is equal to (1.0,-1.0,0.0,1.0) and outPosition[3] |
| * is equal to (1.0,1.0,0.0,1.0) - all equalities with GTF tolerance. |
| */ |
| class GPUShader5UniformBlocksArrayIndexing : public TestCaseBase |
| { |
| public: |
| /* Public methods */ |
| GPUShader5UniformBlocksArrayIndexing(Context& context, const ExtParameters& extParams, const char* name, |
| const char* description); |
| |
| virtual ~GPUShader5UniformBlocksArrayIndexing() |
| { |
| } |
| |
| virtual void deinit(void); |
| virtual IterateResult iterate(void); |
| |
| private: |
| /* Private methods */ |
| void initTest(void); |
| |
| /* Private variables */ |
| static const char* m_fragment_shader_code; |
| static const glw::GLuint m_n_array_size; |
| static const glw::GLuint m_n_position_components; |
| static const glw::GLfloat m_position_data[]; |
| static const char* m_vertex_shader_code; |
| |
| glw::GLuint m_fragment_shader_id; |
| glw::GLuint m_program_id; |
| glw::GLuint m_tf_buffer_id; |
| glw::GLuint* m_uniform_buffer_ids; |
| glw::GLuint m_vertex_shader_id; |
| glw::GLuint m_vao_id; |
| |
| /* Private functions */ |
| bool drawAndCheckResult(glw::GLuint index_location, glw::GLuint index_value); |
| }; |
| |
| } // namespace glcts |
| |
| #endif // _ESEXTCGPUSHADER5UNIFORMBLOCKSARRAYINDEXING_HPP |