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1 #include "angle_trace_gl.h"
2 #include "CapturedTest_MultiFrame_ES3_Vulkan.h"
3 
4 const char *const glShaderSource_string_4[] = {
5 "precision mediump float;\n"
6 "varying vec2 v_texCoord;\n"
7 "uniform sampler2D s_texture;\n"
8 "void main()\n"
9 "{\n"
10 "    gl_FragColor = vec4(0.4, 0.4, 0.4, 1.0);\n"
11 "    gl_FragColor = texture2D(s_texture, v_texCoord);\n"
12 "}",
13 };
14 const char *const glShaderSource_string_5[] = {
15 "precision highp float;\n"
16 "void main(void) {\n"
17 "   gl_Position = vec4(0.5, 0.5, 0.5, 1.0);\n"
18 "}",
19 };
20 
21 // Private Functions
22 
SetupReplayContextShared(void)23 void SetupReplayContextShared(void)
24 {
25     glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
26     glGenTextures(1, (GLuint *)gReadBuffer);
27     UpdateTextureID(2, 0);
28     glBindTexture(GL_TEXTURE_2D, gTextureMap[2]);
29     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9728);
30     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9728);
31     glTexImage2D(GL_TEXTURE_2D, 0, 6407, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, (const GLubyte *)&gBinaryData[624]);
32     CreateProgram(5);
33     CreateProgram(6);
34     CreateProgram(8);
35     CreateShader(GL_VERTEX_SHADER, 11);
36     glShaderSource(gShaderProgramMap[11], 1, glShaderSource_string_0, 0);
37     glCompileShader(gShaderProgramMap[11]);
38     glAttachShader(gShaderProgramMap[8], gShaderProgramMap[11]);
39     CreateShader(GL_FRAGMENT_SHADER, 12);
40     glShaderSource(gShaderProgramMap[12], 1, glShaderSource_string_1, 0);
41     glCompileShader(gShaderProgramMap[12]);
42     glAttachShader(gShaderProgramMap[8], gShaderProgramMap[12]);
43     glBindAttribLocation(gShaderProgramMap[8], 0, "a_position");
44     glBindAttribLocation(gShaderProgramMap[8], 1, "a_texCoord");
45     glLinkProgram(gShaderProgramMap[8]);
46     UpdateUniformLocation(8, "s_texture", 0, 1);
47     glUseProgram(gShaderProgramMap[8]);
48     UpdateCurrentProgram(8);
49     glUniform1iv(gUniformLocations[gCurrentProgram][0], 1, (const GLint *)&gBinaryData[640]);
50     glDeleteShader(gShaderProgramMap[11]);
51     glDeleteShader(gShaderProgramMap[12]);
52     CreateShader(GL_FRAGMENT_SHADER, 2);
53     glAttachShader(gShaderProgramMap[5], gShaderProgramMap[2]);
54     glShaderSource(gShaderProgramMap[2], 1, glShaderSource_string_4, 0);
55     glCompileShader(gShaderProgramMap[2]);
56     CreateShader(GL_VERTEX_SHADER, 4);
57     glAttachShader(gShaderProgramMap[5], gShaderProgramMap[4]);
58     glShaderSource(gShaderProgramMap[4], 1, glShaderSource_string_0, 0);
59     CreateShader(GL_VERTEX_SHADER, 7);
60     glAttachShader(gShaderProgramMap[6], gShaderProgramMap[7]);
61     glShaderSource(gShaderProgramMap[7], 1, glShaderSource_string_5, 0);
62     glCompileShader(gShaderProgramMap[7]);
63 }
64 
SetupReplayContextSharedInactive(void)65 void SetupReplayContextSharedInactive(void)
66 {
67     CreateProgram(3);
68     CreateShader(GL_VERTEX_SHADER, 11);
69     glShaderSource(gShaderProgramMap[11], 1, glShaderSource_string_0, 0);
70     glCompileShader(gShaderProgramMap[11]);
71     glAttachShader(gShaderProgramMap[3], gShaderProgramMap[11]);
72     CreateShader(GL_FRAGMENT_SHADER, 12);
73     glShaderSource(gShaderProgramMap[12], 1, glShaderSource_string_4, 0);
74     glCompileShader(gShaderProgramMap[12]);
75     glAttachShader(gShaderProgramMap[3], gShaderProgramMap[12]);
76     glBindAttribLocation(gShaderProgramMap[3], 0, "a_position");
77     glBindAttribLocation(gShaderProgramMap[3], 1, "a_texCoord");
78     glLinkProgram(gShaderProgramMap[3]);
79     UpdateUniformLocation(3, "s_texture", 0, 1);
80     glUseProgram(gShaderProgramMap[3]);
81     UpdateCurrentProgram(3);
82     glUniform1iv(gUniformLocations[gCurrentProgram][0], 1, (const GLint *)&gBinaryData[656]);
83     glDeleteShader(gShaderProgramMap[11]);
84     glDeleteShader(gShaderProgramMap[12]);
85     CreateShader(GL_VERTEX_SHADER, 1);
86     glShaderSource(gShaderProgramMap[1], 1, glShaderSource_string_0, 0);
87     glCompileShader(gShaderProgramMap[1]);
88     CreateShader(GL_VERTEX_SHADER, 9);
89     glShaderSource(gShaderProgramMap[9], 1, glShaderSource_string_0, 0);
90     glCompileShader(gShaderProgramMap[9]);
91     CreateShader(GL_FRAGMENT_SHADER, 10);
92     glShaderSource(gShaderProgramMap[10], 1, glShaderSource_string_1, 0);
93     glCompileShader(gShaderProgramMap[10]);
94 }
95 
96 // Public Functions
97 
98