/*------------------------------------------------------------------------- * OpenGL Conformance Test Suite * ----------------------------- * * Copyright (c) 2014-2018 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 glcLayoutLocationTests.cpp * \brief */ /*-------------------------------------------------------------------*/ #include "glcLayoutLocationTests.hpp" #include "tcuRenderTarget.hpp" #include "tcuStringTemplate.hpp" #include "tcuSurface.hpp" #include "tcuTestLog.hpp" #include "tcuTexture.hpp" #include "tcuTextureUtil.hpp" #include "deStringUtil.hpp" #include "glwDefs.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "gluDrawUtil.hpp" #include "gluPixelTransfer.hpp" #include "gluShaderProgram.hpp" #include "gluTexture.hpp" #include "gluTextureUtil.hpp" using namespace glw; namespace glcts { static const GLuint WIDTH = 2; static const GLuint HEIGHT = 2; // Helper function used to set texture parameters void setTexParameters(const Functions& gl, GLenum target, bool depthTexture) { gl.texParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl.texParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); if (depthTexture) { gl.texParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); gl.texParameteri(target, GL_TEXTURE_COMPARE_FUNC, GL_LESS); } } // Helper function used to create texture data template std::vector generateData(std::size_t width, std::size_t height, std::size_t components) { DE_ASSERT((components == 1) || (components == 4)); std::size_t size = width * height * components; std::vector data(size, 0); for (std::size_t i = 0; i < size; i += components) data[i] = static_cast(255); return data; } // Structure used to return id of created object it had to be defined to support // GL_TEXTURE_BUFFER cases which require creation of both texture and buffer struct ResultData { deUint32 textureId; // id of created texture deUint32 bufferId; // used only by GL_TEXTURE_BUFFER ResultData(deUint32 tId) : textureId(tId), bufferId(0) { } ResultData(deUint32 tId, deUint32 bId) : textureId(tId), bufferId(bId) { } }; template ResultData createTexture1D(const Functions& gl, std::size_t components, GLenum internalFormat, GLenum format, GLenum type) { std::vector data = generateData(WIDTH, 1, components); deUint32 id; gl.genTextures(1, &id); gl.bindTexture(GL_TEXTURE_1D, id); gl.texImage1D(GL_TEXTURE_1D, 0, internalFormat, WIDTH, 0, format, type, &data[0]); setTexParameters(gl, GL_TEXTURE_1D, components == 1); return id; } template ResultData createTexture2D(const Functions& gl, std::size_t components, GLenum target, GLenum internalFormat, GLenum format, GLenum type) { std::vector data = generateData(WIDTH, HEIGHT, components); deUint32 id; gl.genTextures(1, &id); gl.bindTexture(target, id); gl.texStorage2D(target, 1, internalFormat, WIDTH, HEIGHT); gl.texSubImage2D(target, 0, 0, 0, WIDTH, HEIGHT, format, type, &data[0]); setTexParameters(gl, target, components == 1); return id; } template ResultData createTexture3D(const Functions& gl, std::size_t components, GLenum internalFormat, GLenum format, GLenum type) { std::vector data = generateData(WIDTH, HEIGHT, components); deUint32 id; gl.genTextures(1, &id); gl.bindTexture(GL_TEXTURE_3D, id); gl.texStorage3D(GL_TEXTURE_3D, 1, internalFormat, WIDTH, HEIGHT, 1); gl.texSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, WIDTH, HEIGHT, 1, format, type, &data[0]); setTexParameters(gl, GL_TEXTURE_3D, components == 1); return id; } template ResultData createCubeMap(const Functions& gl, std::size_t components, GLenum internalFormat, GLenum format, GLenum type) { std::vector data = generateData(WIDTH, HEIGHT, components); deUint32 id; gl.genTextures(1, &id); gl.bindTexture(GL_TEXTURE_CUBE_MAP, id); GLenum faces[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X, GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z }; gl.texStorage2D(GL_TEXTURE_CUBE_MAP, 1, internalFormat, WIDTH, HEIGHT); for (int i = 0; i < 6; ++i) gl.texSubImage2D(faces[i], 0, 0, 0, WIDTH, HEIGHT, format, type, &data[0]); setTexParameters(gl, GL_TEXTURE_CUBE_MAP, components == 1); return id; } template ResultData createTexture2DArray(const Functions& gl, std::size_t components, GLenum internalFormat, GLenum format, GLenum type) { std::vector data = generateData(WIDTH, HEIGHT, components); deUint32 id; gl.genTextures(1, &id); gl.bindTexture(GL_TEXTURE_2D_ARRAY, id); gl.texStorage3D(GL_TEXTURE_2D_ARRAY, 1, internalFormat, WIDTH, HEIGHT, 1); gl.texSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, WIDTH, HEIGHT, 1, format, type, &data[0]); setTexParameters(gl, GL_TEXTURE_2D_ARRAY, components == 1); return id; } template ResultData createTextureBuffer(const Functions& gl, GLenum internalFormat) { std::vector data = generateData(WIDTH, HEIGHT, 4); deUint32 bufferId; gl.genBuffers(1, &bufferId); gl.bindBuffer(GL_TEXTURE_BUFFER, bufferId); gl.bufferData(GL_TEXTURE_BUFFER, WIDTH * HEIGHT * 4 * sizeof(DATA_TYPE), &data[0], GL_STATIC_DRAW); deUint32 textureId; gl.genTextures(1, &textureId); gl.bindTexture(GL_TEXTURE_BUFFER, textureId); gl.texBuffer(GL_TEXTURE_BUFFER, internalFormat, bufferId); return ResultData(textureId, bufferId); } // create function was implemented for convinience. Specializations of this // template simplify definition of test data by reducting the number of // attributes which were moved to create fn implementation. This aproach // also simplyfies texture creation in the test as create takes just a single // parameter for all test cases. template ResultData create(const Functions& gl) { (void)gl; TCU_FAIL("Missing specialization implementation."); } template <> ResultData create(const Functions& gl) { return createTexture2D(gl, 4, GL_TEXTURE_2D, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); } template <> ResultData create(const Functions& gl) { return createTexture3D(gl, 4, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); } template <> ResultData create(const Functions& gl) { return createCubeMap(gl, 4, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); } template <> ResultData create(const Functions& gl) { return createCubeMap(gl, 1, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT); } template <> ResultData create(const Functions& gl) { return createTexture2D(gl, 1, GL_TEXTURE_2D, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT); } template <> ResultData create(const Functions& gl) { return createTexture2DArray(gl, 4, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); } template <> ResultData create(const Functions& gl) { return createTexture2DArray(gl, 1, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT); } template <> ResultData create(const Functions& gl) { return createTexture2D(gl, 4, GL_TEXTURE_2D, GL_RGBA32I, GL_RGBA_INTEGER, GL_INT); } template <> ResultData create(const Functions& gl) { return createTexture3D(gl, 4, GL_RGBA32I, GL_RGBA_INTEGER, GL_INT); } template <> ResultData create(const Functions& gl) { return createCubeMap(gl, 4, GL_RGBA32I, GL_RGBA_INTEGER, GL_INT); } template <> ResultData create(const Functions& gl) { return createTexture2DArray(gl, 4, GL_RGBA32I, GL_RGBA_INTEGER, GL_INT); } template <> ResultData create(const Functions& gl) { return createTexture2D(gl, 4, GL_TEXTURE_2D, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT); } template <> ResultData create(const Functions& gl) { return createTexture3D(gl, 4, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT); } template <> ResultData create(const Functions& gl) { return createCubeMap(gl, 4, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT); } template <> ResultData create(const Functions& gl) { return createTexture2DArray(gl, 4, GL_RGBA32UI, GL_RGBA_INTEGER, GL_UNSIGNED_INT); } template <> ResultData create(const Functions& gl) { return createTexture1D(gl, 4, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); } template <> ResultData create(const Functions& gl) { return createTexture1D(gl, 1, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT); } template <> ResultData create(const Functions& gl) { return createTexture2D(gl, 4, GL_TEXTURE_1D_ARRAY, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); } template <> ResultData create(const Functions& gl) { return createTexture2D(gl, 1, GL_TEXTURE_1D_ARRAY, GL_DEPTH_COMPONENT16, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT); } template <> ResultData create(const Functions& gl) { return createTextureBuffer(gl, GL_RGBA32F); } template <> ResultData create(const Functions& gl) { return createTextureBuffer(gl, GL_RGBA32I); } template <> ResultData create(const Functions& gl) { return createTextureBuffer(gl, GL_RGBA32UI); } // Structure used to define all test case data struct SamplerCaseData { typedef ResultData (*CreateFnPtr)(const Functions& gl); CreateFnPtr create; // pointer to function that will create texture const char* name; // test case name const char* opaqueType; // sampler or image const char* outAssignment; // operation that determines fragment color const int num_frag_image_uniforms; // the number of required fragment image uniform }; class SpecifiedLocationCase : public deqp::TestCase { public: SpecifiedLocationCase(deqp::Context& context, const SamplerCaseData& data); virtual ~SpecifiedLocationCase(); tcu::TestNode::IterateResult iterate(); private: ResultData (*m_createFn)(const Functions& gl); std::map m_specializationMap; bool m_isImageCase; GLenum m_imageFormat; std::string m_imageFormatQualifier; int m_num_frag_image_uniform; }; SpecifiedLocationCase::SpecifiedLocationCase(deqp::Context& context, const SamplerCaseData& data) : deqp::TestCase(context, data.name, ""), m_createFn(data.create) { std::string type(data.opaqueType); m_specializationMap["OPAQUE_TYPE"] = type; m_specializationMap["OUT_ASSIGNMENT"] = data.outAssignment; m_isImageCase = (type.find("sampler") == std::string::npos); if (m_isImageCase) { m_specializationMap["OPAQUE_TYPE_NAME"] = "image"; m_specializationMap["ACCESS"] = "readonly"; if (type.find("iimage") != std::string::npos) { m_imageFormatQualifier = "rgba32i"; m_imageFormat = GL_RGBA32I; } else if (type.find("uimage") != std::string::npos) { m_imageFormatQualifier = "rgba32ui"; m_imageFormat = GL_RGBA32UI; } else { m_imageFormatQualifier = "rgba8"; m_imageFormat = GL_RGBA8; } } else { m_specializationMap["OPAQUE_TYPE_NAME"] = "sampler"; m_specializationMap["ACCESS"] = ""; } m_num_frag_image_uniform = data.num_frag_image_uniforms; } SpecifiedLocationCase::~SpecifiedLocationCase() { } tcu::TestNode::IterateResult SpecifiedLocationCase::iterate(void) { static const deUint16 quadIndices[] = { 0, 1, 2, 2, 1, 3 }; static const float positions[] = { -1.0, 1.0, 1.0, 1.0, -1.0, -1.0, 1.0, -1.0 }; static const char* vsTemplate = "${VERSION}\n" "precision highp float;\n" "layout(location=0) in highp vec2 inPosition;\n" "layout(location=0) out highp vec2 coords;\n" "void main(void)\n" "{\n" " coords = vec2(max(0.0, inPosition.x), max(0.0, inPosition.y));\n" " gl_Position = vec4(inPosition, 0.0, 1.0);\n" "}\n"; static const char* fsTemplate = "${VERSION}\n" "precision highp float;\n" "layout(location=0) in vec2 coords;\n" "layout(location=0) out vec4 fragColor;\n" "layout(${OPAQUE_TYPE_QUALIFIERS}) ${ACCESS} uniform highp ${OPAQUE_TYPE} ${OPAQUE_TYPE_NAME};\n" "void main(void)\n" "{\n" " fragColor = ${OUT_ASSIGNMENT};\n" "}\n"; glu::RenderContext& renderContext = m_context.getRenderContext(); glu::ContextType contextType = renderContext.getType(); glu::GLSLVersion glslVersion = glu::getContextTypeGLSLVersion(contextType); const Functions& gl = renderContext.getFunctions(); bool contextTypeES = glu::isContextTypeES(contextType); bool contextES32 = glu::contextSupports(contextType, glu::ApiType::es(3, 2)); if (contextTypeES && !contextES32 && !m_context.getContextInfo().isExtensionSupported("GL_ANDROID_extension_pack_es31a")) if (m_context.getContextInfo().getInt(GL_MAX_FRAGMENT_IMAGE_UNIFORMS) < m_num_frag_image_uniform) throw tcu::NotSupportedError("The number of required fragment image uniform is larger than GL_MAX_FRAGMENT_IMAGE_UNIFORMS"); const int expectedLocation = 2; const int definedBinding = 1; std::ostringstream layoutSpecification; layoutSpecification << "location=" << expectedLocation; if (m_isImageCase) { if (contextTypeES) layoutSpecification << ", binding=" << definedBinding; layoutSpecification << ", " << m_imageFormatQualifier; } m_specializationMap["VERSION"] = glu::getGLSLVersionDeclaration(glslVersion); m_specializationMap["OPAQUE_TYPE_QUALIFIERS"] = layoutSpecification.str(); std::string vs = tcu::StringTemplate(vsTemplate).specialize(m_specializationMap); std::string fs = tcu::StringTemplate(fsTemplate).specialize(m_specializationMap); glu::ShaderProgram program(gl, glu::makeVtxFragSources(vs.c_str(), fs.c_str())); m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); if (!program.isOk()) { m_testCtx.getLog() << program << tcu::TestLog::Message << "Creation of program failed." << tcu::TestLog::EndMessage; return STOP; } deUint32 programId = program.getProgram(); int location = gl.getUniformLocation(programId, m_specializationMap["OPAQUE_TYPE_NAME"].c_str()); if (location != expectedLocation) { m_testCtx.getLog() << tcu::TestLog::Message << "Expected uniform to be at location " << expectedLocation << ", not at " << location << "." << tcu::TestLog::EndMessage; return STOP; } gl.useProgram(programId); GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram"); // Prepare texture/buffer gl.activeTexture(GL_TEXTURE1); ResultData resultData = (*m_createFn)(gl); GLU_EXPECT_NO_ERROR(gl.getError(), "GL object creation failed."); if (m_isImageCase) { gl.bindImageTexture(definedBinding, resultData.textureId, 0, GL_TRUE, 0, GL_READ_ONLY, m_imageFormat); GLU_EXPECT_NO_ERROR(gl.getError(), "glBindImageTexture"); } // in ES image uniforms cannot be updated // through any of the glUniform* commands if (!(contextTypeES && m_isImageCase)) { gl.uniform1i(expectedLocation, definedBinding); GLU_EXPECT_NO_ERROR(gl.getError(), "glUniform1i"); } // Create FBO with RBO deUint32 rboId; deUint32 fboId; gl.genRenderbuffers(1, &rboId); gl.bindRenderbuffer(GL_RENDERBUFFER, rboId); gl.renderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, WIDTH, HEIGHT); gl.genFramebuffers(1, &fboId); gl.bindFramebuffer(GL_FRAMEBUFFER, fboId); gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rboId); // Render gl.viewport(0, 0, WIDTH, HEIGHT); const glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("inPosition", 2, 4, 0, positions) }; glu::draw(renderContext, programId, DE_LENGTH_OF_ARRAY(vertexArrays), vertexArrays, glu::pr::TriangleStrip(DE_LENGTH_OF_ARRAY(quadIndices), quadIndices)); // Grab surface tcu::Surface resultFrame(WIDTH, HEIGHT); glu::readPixels(renderContext, 0, 0, resultFrame.getAccess()); // Verify color of just first pixel const tcu::RGBA expectedColor(255, 0, 0, 0); tcu::RGBA pixel = resultFrame.getPixel(0, 0); if (pixel != expectedColor) { m_testCtx.getLog() << tcu::TestLog::Message << "Incorrect color was generated, expected: [" << expectedColor.getRed() << ", " << expectedColor.getGreen() << ", " << expectedColor.getBlue() << ", " << expectedColor.getAlpha() << "], got [" << pixel.getRed() << ", " << pixel.getGreen() << ", " << pixel.getBlue() << ", " << pixel.getAlpha() << "]" << tcu::TestLog::EndMessage; } else m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); // Cleanup if (resultData.bufferId) gl.deleteBuffers(1, &resultData.bufferId); gl.deleteFramebuffers(1, &fboId); gl.deleteRenderbuffers(1, &rboId); gl.deleteTextures(1, &resultData.textureId); return STOP; } class NegativeLocationCase : public deqp::TestCase { public: NegativeLocationCase(deqp::Context& context); virtual ~NegativeLocationCase(); tcu::TestNode::IterateResult iterate(); }; NegativeLocationCase::NegativeLocationCase(deqp::Context& context) : deqp::TestCase(context, "invalid_cases", "") { } NegativeLocationCase::~NegativeLocationCase() { } tcu::TestNode::IterateResult NegativeLocationCase::iterate() { glu::RenderContext& renderContext = m_context.getRenderContext(); glu::ContextType contextType = renderContext.getType(); glu::GLSLVersion glslVersion = glu::getContextTypeGLSLVersion(contextType); const Functions& gl = renderContext.getFunctions(); m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); static const char* csTemplate = "${VERSION}\n" "layout(location=2, binding=0) uniform atomic_uint u_atomic;\n" "layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n" "layout(binding=0) buffer Output {\n uint value;\n} sb_out;\n\n" "void main (void) {\n" " sb_out.value = atomicCounterIncrement(u_atomic);\n" "}"; std::map specializationMap; specializationMap["VERSION"] = glu::getGLSLVersionDeclaration(glslVersion); std::string cs = tcu::StringTemplate(csTemplate).specialize(specializationMap); m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail"); glu::ProgramSources sourcesCompute; sourcesCompute.sources[glu::SHADERTYPE_COMPUTE].push_back(cs); glu::ShaderProgram program(gl, sourcesCompute); if (program.isOk()) { m_testCtx.getLog() << program << tcu::TestLog::Message << "layout(location = N) is not allowed for atomic counters" << tcu::TestLog::EndMessage; return STOP; } m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass"); return STOP; } LayoutLocationTests::LayoutLocationTests(Context& context) : TestCaseGroup(context, "layout_location", "") { } LayoutLocationTests::~LayoutLocationTests(void) { } void LayoutLocationTests::init(void) { const SamplerCaseData commonArguments[] = { { &create, "sampler_2d", "sampler2D", "texture(sampler, coords)", 0 }, { &create, "sampler_3d", "sampler3D", "texture(sampler, vec3(coords, 0.0))", 0 }, { &create, "sampler_cube", "samplerCube", "texture(sampler, vec3(coords, 0.0))", 0 }, { &create, "sampler_cube_shadow", "samplerCubeShadow", "vec4(texture(sampler, vec4(coords, 0.0, 0.0)), 0.0, 0.0, 0.0)", 0 }, { &create, "sampler_2d_shadow", "sampler2DShadow", "vec4(texture(sampler, vec3(coords, 0.0)), 0.0, 0.0, 0.0)", 0 }, { &create, "sampler_2d_array", "sampler2DArray", "texture(sampler, vec3(coords, 0.0))", 0 }, { &create, "sampler_2d_array_shadow", "sampler2DArrayShadow", "vec4(texture(sampler, vec4(coords, 0.0, 0.0)), 0.0, 0.0, 0.0)", 0 }, { &create, "isampler_2d", "isampler2D", "vec4(texture(sampler, coords))/255.0", 0 }, { &create, "isampler_3d", "isampler3D", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 }, { &create, "isampler_cube", "isamplerCube", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 }, { &create, "isampler_2d_array", "isampler2DArray", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 }, { &create, "usampler_2d", "usampler2D", "vec4(texture(sampler, coords))/255.0", 0 }, { &create, "usampler_3d", "usampler3D", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 }, { &create, "usampler_cube", "usamplerCube", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 }, { &create, "usampler_2d_array", "usampler2DArray", "vec4(texture(sampler, vec3(coords, 0.0)))/255.0", 0 }, { &create, "image_2d", "image2D", "imageLoad(image, ivec2(0, 0))", 1 }, { &create, "iimage_2d", "iimage2D", "vec4(imageLoad(image, ivec2(0, 0)))/255.0", 1 }, { &create, "uimage_2d", "uimage2D", "vec4(imageLoad(image, ivec2(0, 0)))/255.0", 1 }, { &create, "image_3d", "image3D", "imageLoad(image, ivec3(0, 0, 0))", 1 }, { &create, "iimage_3d", "iimage3D", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 }, { &create, "uimage_3d", "uimage3D", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 }, { &create, "image_cube", "imageCube", "imageLoad(image, ivec3(0, 0, 0))", 1 }, { &create, "iimage_cube", "iimageCube", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 }, { &create, "uimage_cube", "uimageCube", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 }, { &create, "image_2d_array", "image2DArray", "imageLoad(image, ivec3(0, 0, 0))", 1 }, { &create, "iimage_2d_array", "iimage2DArray", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 }, { &create, "uimage_2d_array", "uimage2DArray", "vec4(imageLoad(image, ivec3(0, 0, 0)))/255.0", 1 }, }; // Additional array containing entries for core gl const SamplerCaseData coreArguments[] = { { &create, "sampler_buffer", "samplerBuffer", "texelFetch(sampler, 1)", 0 }, { &create, "isampler_buffer", "isamplerBuffer", "vec4(texelFetch(sampler, 1))/255.0", 0 }, { &create, "usampler_buffer", "usamplerBuffer", "vec4(texelFetch(sampler, 1))/255.0", 0 }, { &create, "sampler_1d", "sampler1D", "texture(sampler, coords.x)", 0 }, { &create, "sampler_1d_shadow", "sampler1DShadow", "vec4(texture(sampler, vec3(coords, 0.0)), 0.0, 0.0, 0.0)", 0 }, { &create, "sampler_1d_array", "sampler1DArray", "texture(sampler, coords, 0.0)", 0 }, { &create, "sampler_1d_array_shadow", "sampler1DArrayShadow", "vec4(texture(sampler, vec3(coords, 0.0)), 0.0, 0.0, 0.0)", 0 }, }; for (int i = 0; i < DE_LENGTH_OF_ARRAY(commonArguments); ++i) addChild(new SpecifiedLocationCase(m_context, commonArguments[i])); glu::RenderContext& renderContext = m_context.getRenderContext(); glu::ContextType contextType = renderContext.getType(); if (!glu::isContextTypeES(contextType)) { for (int i = 0; i < DE_LENGTH_OF_ARRAY(coreArguments); ++i) addChild(new SpecifiedLocationCase(m_context, coreArguments[i])); } addChild(new NegativeLocationCase(m_context)); } } // glcts