Lines Matching full:glu

77 const char *getSimpleShaderSource(const glu::ShaderType shaderType)  in getSimpleShaderSource()
94 case glu::SHADERTYPE_VERTEX: in getSimpleShaderSource()
96 case glu::SHADERTYPE_FRAGMENT: in getSimpleShaderSource()
105 void setShaderSources(glu::Shader &shader, const ShaderSources &sources) in setShaderSources()
146 void queryShaderInfo(glu::RenderContext &renderCtx, uint32_t shader, glu::ShaderInfo &info) in queryShaderInfo()
186 void drawWithProgram(glu::RenderContext &renderCtx, uint32_t program) in drawWithProgram()
197glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 4, 4, 0, &position[0])}; in drawWithProgram()
198 glu::draw(renderCtx, program, DE_LENGTH_OF_ARRAY(vertexArrays), &vertexArrays[0], in drawWithProgram()
199 glu::pr::Triangles(DE_LENGTH_OF_ARRAY(quadIndices), &quadIndices[0])); in drawWithProgram()
214 virtual std::string next(const glu::ShaderType shaderType) = 0;
215 virtual bool finished(const glu::ShaderType shaderType) const = 0;
228 bool finished(const glu::ShaderType shaderType) const in finished()
234 std::string next(const glu::ShaderType shaderType);
240 std::string ConstantShaderGenerator::next(const glu::ShaderType shaderType) in next()
242 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT); in next()
246 …const std::string outputName = (shaderType == glu::SHADERTYPE_VERTEX) ? "gl_Position" : "o_fragCo… in next()
252 if (shaderType == glu::SHADERTYPE_FRAGMENT) in next()
268 ShaderAllocator(glu::RenderContext &context, SourceGenerator &generator);
271 bool hasShader(const glu::ShaderType shaderType);
273 void setSource(const glu::ShaderType shaderType);
275 glu::Shader &createShader(const glu::ShaderType shaderType);
276 void deleteShader(const glu::ShaderType shaderType);
278 glu::Shader &get(const glu::ShaderType shaderType) in get()
285 const glu::RenderContext &m_context;
287 std::map<glu::ShaderType, glu::Shader *> m_shaders;
290 ShaderAllocator::ShaderAllocator(glu::RenderContext &context, SourceGenerator &generator) in ShaderAllocator()
298 for (std::map<glu::ShaderType, glu::Shader *>::iterator shaderIter = m_shaders.begin(); in ~ShaderAllocator()
304 bool ShaderAllocator::hasShader(const glu::ShaderType shaderType) in hasShader()
312 glu::Shader &ShaderAllocator::createShader(const glu::ShaderType shaderType) in createShader()
316 glu::Shader *const shader = new glu::Shader(m_context, shaderType); in createShader()
324 void ShaderAllocator::deleteShader(const glu::ShaderType shaderType) in deleteShader()
332 void ShaderAllocator::setSource(const glu::ShaderType shaderType) in setSource()
345 void logShader(TestLog &log, glu::RenderContext &renderCtx, glu::Shader &shader) in logShader()
347 glu::ShaderInfo info; in logShader()
354 void logProgram(TestLog &log, glu::RenderContext &renderCtx, glu::Program &program, ShaderAllocator… in logProgram()
358 for (int shaderTypeInt = 0; shaderTypeInt < glu::SHADERTYPE_LAST; shaderTypeInt++) in logProgram()
360 const glu::ShaderType shaderType = (glu::ShaderType)shaderTypeInt; in logProgram()
369 void logVertexFragmentProgram(TestLog &log, glu::RenderContext &renderCtx, glu::Program &program, in logVertexFragmentProgram()
370 glu::Shader &vertShader, glu::Shader &fragShader) in logVertexFragmentProgram()
372 …DE_ASSERT(vertShader.getType() == glu::SHADERTYPE_VERTEX && fragShader.getType() == glu::SHADERTYP… in logVertexFragmentProgram()
389 … CreateShaderCase(Context &context, const char *name, const char *desc, glu::ShaderType shaderType) in CreateShaderCase()
397 const GLuint shaderObject = glCreateShader(glu::getGLShaderType(m_shaderType)); in test()
405 const glu::ShaderType m_shaderType;
413 …CompileShaderCase(Context &context, const char *name, const char *desc, glu::ShaderType shaderType) in CompileShaderCase()
431 const GLuint shaderObject = glCreateShader(glu::getGLShaderType(m_shaderType)); in test()
444 const glu::ShaderType m_shaderType;
466 const char *vertSource = getSimpleShaderSource(glu::SHADERTYPE_VERTEX); in compileShaders()
467 const char *fragSource = getSimpleShaderSource(glu::SHADERTYPE_FRAGMENT); in compileShaders()
590 …ShaderSourceReplaceCase(Context &context, const char *name, const char *desc, glu::ShaderType shad… in ShaderSourceReplaceCase()
608 if (m_shaderType == glu::SHADERTYPE_FRAGMENT) in generateSecondSource()
615 if (m_shaderType == glu::SHADERTYPE_VERTEX) in generateSecondSource()
617 else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) in generateSecondSource()
625 GLint getSourceLength(glu::Shader &shader) in getSourceLength()
634 std::string readSource(glu::Shader &shader) in readSource()
644 void verifyShaderSourceReplaced(glu::Shader &shader, const std::string &firstSource, in verifyShaderSourceReplaced()
666 glu::Shader shader(m_context.getRenderContext(), m_shaderType); in test()
688 glu::ShaderType m_shaderType;
696 …ShaderSourceSplitCase(Context &context, const char *name, const char *desc, glu::ShaderType shader… in ShaderSourceSplitCase()
705 … DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT); in ShaderSourceSplitCase()
719 if (m_shaderType == glu::SHADERTYPE_FRAGMENT) in generateFullSource()
726 if (m_shaderType == glu::SHADERTYPE_VERTEX) in generateFullSource()
728 else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) in generateFullSource()
771 void buildProgram(glu::Shader &shader) in buildProgram()
774 glu::RenderContext &renderCtx = m_context.getRenderContext(); in buildProgram()
776 const glu::ShaderType supportShaderType = in buildProgram()
777 … (m_shaderType == glu::SHADERTYPE_FRAGMENT ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT); in buildProgram()
779 glu::Shader supportShader(renderCtx, supportShaderType); in buildProgram()
781 glu::Program program(renderCtx); in buildProgram()
791 if (m_shaderType == glu::SHADERTYPE_VERTEX) in buildProgram()
800 glu::RenderContext &renderCtx = m_context.getRenderContext(); in test()
803 glu::Shader shader(renderCtx, m_shaderType); in test()
821 const glu::ShaderType m_shaderType;
833 …ProgramStateCase(Context &context, const char *name, const char *desc, glu::ShaderType shaderType);
838 void buildProgram(glu::Program &program, ShaderAllocator &shaders);
839 void verify(glu::Program &program, const glu::ProgramInfo &reference);
843 virtual void executeForProgram(glu::Program &program, ShaderAllocator &shaders) = 0;
847 const glu::ShaderType m_shaderType;
850 ProgramStateCase::ProgramStateCase(Context &context, const char *name, const char *desc, glu::Shade… in ProgramStateCase()
855 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT); in ProgramStateCase()
858 void ProgramStateCase::buildProgram(glu::Program &program, ShaderAllocator &shaders) in buildProgram()
862 glu::Shader &vertShader = shaders.createShader(glu::SHADERTYPE_VERTEX); in buildProgram()
863 glu::Shader &fragShader = shaders.createShader(glu::SHADERTYPE_FRAGMENT); in buildProgram()
875 void ProgramStateCase::verify(glu::Program &program, const glu::ProgramInfo &reference) in verify()
878 const glu::ProgramInfo &programInfo = program.getInfo(); in verify()
904 glu::RenderContext &renderCtx = m_context.getRenderContext(); in test()
909 glu::Program program(renderCtx); in test()
915 glu::ProgramInfo programInfo = program.getInfo(); in test()
940 …const glu::ShaderType shaderType = (shaderTypeInt == 1) ? glu::SHADERTYPE_FRAGMENT : glu::SHADERTY… in addProgramStateCase()
957 …ProgramStateDetachShaderCase(Context &context, const char *name, const char *desc, glu::ShaderType… in ProgramStateDetachShaderCase()
966 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
969 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
980 …ProgramStateReattachShaderCase(Context &context, const char *name, const char *desc, glu::ShaderTy… in ProgramStateReattachShaderCase()
989 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
992 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1004 …ProgramStateDeleteShaderCase(Context &context, const char *name, const char *desc, glu::ShaderType… in ProgramStateDeleteShaderCase()
1013 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1016 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1028 …ProgramStateReplaceShaderCase(Context &context, const char *name, const char *desc, glu::ShaderTyp… in ProgramStateReplaceShaderCase()
1037 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1040 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1053 …ProgramStateRecompileShaderCase(Context &context, const char *name, const char *desc, glu::ShaderT… in ProgramStateRecompileShaderCase()
1062 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1065 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1077 …ProgramStateReplaceSourceCase(Context &context, const char *name, const char *desc, glu::ShaderTyp… in ProgramStateReplaceSourceCase()
1086 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1089 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1123 class ProgramBinaryCase : public TestCase, protected glu::CallLogWrapper
1258 const std::string vertSrc = getSimpleShaderSource(glu::SHADERTYPE_VERTEX); in test()
1259 const std::string fragSrc = getSimpleShaderSource(glu::SHADERTYPE_FRAGMENT); in test()
1261 const glu::ProgramSources sources = glu::makeVtxFragSources(vertSrc, fragSrc); in test()
1263 glu::ShaderProgram program(m_context.getRenderContext(), sources); in test()
1290 std::string getShaderSource(const glu::ShaderType shaderType) const in getShaderSource()
1312 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT); in getShaderSource()
1314 return (shaderType == glu::SHADERTYPE_VERTEX) ? vertSrc : fragSrc; in getShaderSource()
1317 void setUniformsRandom(glu::ShaderProgram &program) in setUniformsRandom()
1340 void verifyUniformInt(glu::ShaderProgram &program, const std::string &name) in verifyUniformInt()
1355 void verifyUniformFloat(glu::ShaderProgram &program, const std::string &name) in verifyUniformFloat()
1370 void verifyUniformsReset(glu::ShaderProgram &program) in verifyUniformsReset()
1383 const std::string vertSrc = getShaderSource(glu::SHADERTYPE_VERTEX); in test()
1384 const std::string fragSrc = getShaderSource(glu::SHADERTYPE_FRAGMENT); in test()
1386 const glu::ProgramSources sources = glu::makeVtxFragSources(vertSrc, fragSrc); in test()
1388 glu::ShaderProgram program(m_context.getRenderContext(), sources); in test()
1420 …ProgramBinaryPersistenceCase(Context &context, const char *name, const char *desc, glu::ShaderType…
1425 void buildProgram(glu::Program &program, ShaderAllocator &shaders);
1429 virtual void executeForProgram(glu::Program &program, ShaderAllocator &shaders) = 0;
1430 virtual void verify(glu::Program &program, const ProgramBinary &binary);
1434 const glu::ShaderType m_shaderType;
1438 glu::ShaderType shaderType) in ProgramBinaryPersistenceCase()
1443 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT); in ProgramBinaryPersistenceCase()
1446 void ProgramBinaryPersistenceCase::buildProgram(glu::Program &program, ShaderAllocator &shaders) in buildProgram()
1450 glu::Shader &vertShader = shaders.createShader(glu::SHADERTYPE_VERTEX); in buildProgram()
1451 glu::Shader &fragShader = shaders.createShader(glu::SHADERTYPE_FRAGMENT); in buildProgram()
1463 void ProgramBinaryPersistenceCase::verify(glu::Program &program, const ProgramBinary &binary) in verify()
1481 glu::RenderContext &renderCtx = m_context.getRenderContext(); in test()
1486 glu::Program program(renderCtx); in test()
1519 …const glu::ShaderType shaderType = (shaderTypeInt == 1) ? glu::SHADERTYPE_FRAGMENT : glu::SHADERTY… in addProgramBinaryPersistenceCase()
1537 glu::ShaderType shaderType) in ProgramBinaryPersistenceDetachShaderCase()
1546 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1549 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1561 glu::ShaderType shaderType) in ProgramBinaryPersistenceReattachShaderCase()
1570 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1573 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1586 glu::ShaderType shaderType) in ProgramBinaryPersistenceDeleteShaderCase()
1595 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1598 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1611 glu::ShaderType shaderType) in ProgramBinaryPersistenceReplaceShaderCase()
1620 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1623 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1637 glu::ShaderType shaderType) in ProgramBinaryPersistenceRecompileShaderCase()
1646 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1649 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1662 glu::ShaderType shaderType) in ProgramBinaryPersistenceReplaceSourceCase()
1671 void executeForProgram(glu::Program &program, ShaderAllocator &shaders) in executeForProgram()
1674 glu::Shader &caseShader = shaders.get(m_shaderType); in executeForProgram()
1703 … "Create vertex shader object", glu::SHADERTYPE_VERTEX)); in init()
1705 … "Create fragment shader object", glu::SHADERTYPE_FRAGMENT)); in init()
1717 …new CompileShaderCase(m_context, "compile_vertex_shader", "Compile vertex shader", glu::SHADERTYPE… in init()
1719 … "Compile fragment shader", glu::SHADERTYPE_FRAGMENT)); in init()
1732 …const glu::ShaderType shaderType = (shaderTypeInt == 1) ? glu::SHADERTYPE_FRAGMENT : glu::SHADERTY… in init()
1747 const glu::ShaderType shaderType = in init()
1748 (shaderTypeInt == 1) ? glu::SHADERTYPE_FRAGMENT : glu::SHADERTYPE_VERTEX; in init()
1760 ((shaderType == glu::SHADERTYPE_FRAGMENT) ? "_fragment" : "_vertex"); in init()
1763 … std::string((shaderType == glu::SHADERTYPE_FRAGMENT) ? "Fragment" : "Vertex") + in init()