| #ifndef _ESEXTCTEXTUREBUFFERPRECISION_HPP |
| #define _ESEXTCTEXTUREBUFFERPRECISION_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 esextcTextureBufferPrecision.hpp |
| * \brief Texture Buffer Precision Qualifier (Test 10) |
| */ /*-------------------------------------------------------------------*/ |
| |
| #include "../esextcTestCaseBase.hpp" |
| #include "glcTestCase.hpp" |
| #include "gluShaderUtil.hpp" |
| #include "tcuDefs.hpp" |
| #include <map> |
| |
| namespace glcts |
| { |
| |
| /** Implementation of (Test 10) from CTS_EXT_texture_buffer. Description follows: |
| * |
| * Test whether shaders that don't include a precision qualifier for each of the |
| * *samplerBuffer and *imageBuffer uniform declarations fail to compile. |
| * |
| * Category: API. |
| * |
| * Write a compute shader that defines |
| * |
| * layout (r32f) uniform imageBuffer image_buffer; |
| * |
| * buffer ComputeSSBO |
| * { |
| * float value; |
| * } computeSSBO; |
| * |
| * In the compute shader execute: |
| * |
| * computeSSBO.value = imageLoad( image_buffer, 0 ).r; |
| * |
| * Try to compile the shader. The shader should fail to compile. |
| * |
| * Include a precision qualifier for the uniform declaration: |
| * |
| * layout (r32f) uniform highp imageBuffer image_buffer; |
| * |
| * This time the shader should compile without error. |
| * |
| * Instead of including a precision qualifier for the uniform |
| * declaration specify the default precision qualifier: |
| * |
| * precision highp imageBuffer; |
| * |
| * This time the shader should also compile without error. |
| * |
| * Repeat the above tests with the iimageBuffer and uimageBuffer types |
| * (instead of imageBuffer). |
| * |
| * --------------------------------------------------------------------------- |
| * |
| * Write a fragment shader that defines: |
| * |
| * uniform samplerBuffer sampler_buffer; |
| * |
| * layout(location = 0) out vec4 color; |
| * |
| * In the fragment shader execute: |
| * |
| * color = texelFetch( sampler_buffer, 0 ); |
| * |
| * Try to compile the shader. The shader should fail to compile. |
| * |
| * Include a precision qualifier for the uniform declaration: |
| * |
| * uniform highp samplerBuffer sampler_buffer; |
| * |
| * This time the shader should compile without error. |
| * |
| * Instead of including a precision qualifier for the uniform |
| * declaration specify the default precision qualifier: |
| * |
| * precision highp samplerBuffer; |
| * |
| * This time the shader should also compile without error. |
| * |
| * Repeat the above tests with the isamplerBuffer and usamplerBuffer types |
| * (instead of samplerBuffer). |
| */ |
| class TextureBufferPrecision : public TestCaseBase |
| { |
| public: |
| /* Public methods */ |
| TextureBufferPrecision(Context& context, const ExtParameters& extParams, const char* name, const char* description); |
| |
| virtual ~TextureBufferPrecision() |
| { |
| } |
| |
| virtual void deinit(void); |
| virtual IterateResult iterate(void); |
| |
| private: |
| /* Private methods */ |
| glw::GLboolean verifyShaderCompilationStatus(glw::GLenum shader_type, const char** sh_code_parts, |
| const glw::GLuint parts_count, const glw::GLint expected_status); |
| |
| /* Private variables */ |
| glw::GLuint m_po_id; /* Program object */ |
| glw::GLuint m_sh_id; /* Shader object */ |
| |
| static const char* const m_cs_code_head; /* Head of the compute shader. */ |
| static const char* const m_cs_code_declaration_without_precision |
| [3]; /* Variables declarations for the compute shader without usage of the precision qualifier. */ |
| static const char* const m_cs_code_declaration_with_precision |
| [3]; /* Variables declarations for the compute shader with usage of the precision qualifier. */ |
| static const char* const |
| m_cs_code_global_precision[3]; /* The default precision qualifier declarations for the compute shader. */ |
| static const char* const m_cs_code_body; /* The compute shader body. */ |
| |
| static const char* const m_fs_code_head; /* Head of the fragment shader. */ |
| static const char* const m_fs_code_declaration_without_precision |
| [3]; /* Variables declarations for the fragment shader without usage of the precision qualifier. */ |
| static const char* const m_fs_code_declaration_with_precision |
| [3]; /* Variables declarations for the fragment shader with usage of the precision qualifier. */ |
| static const char* const |
| m_fs_code_global_precision[3]; /* The default precision qualifier declarations for the fragment shader. */ |
| static const char* const m_fs_code_body; /* The fragment shader body. */ |
| }; |
| |
| } // namespace glcts |
| |
| #endif // _ESEXTCTEXTUREBUFFERPRECISION_HPP |