Lines Matching defs:shader
219 /* @brief gl_MaxClipDistances value test in the vertex shader coverage test.
227 /* Make a program that consist of vertex and fragment shader stages. A
228 vertex shader shall assign the value of gl_MaxClipDistances to transform
230 Use blank fragment shader. Check that the shaders compiles and links
281 << "Vertex shader's gl_MaxClipDistances constant has improper value equal to " << results[0]
291 /* @brief gl_MaxClipDistances value test in the fragment shader coverage test.
299 /* Make a program that consist of vertex and fragment shader stages. In
300 vertex shader setup gl_Position with passed in attribute. Check in
301 fragment shader using "if" statement that gl_MaxClipDistances is equal
304 Check that the shader program compiles and links successfully. Draw a
363 << "Fragment shader's gl_MaxClipDistances constant has improper value equal to "
373 /* @brief Vertex shader to fragment shader passing coverage test.
381 /* Make a program that consist of vertex and fragment shader stages.
383 vertex and fragment shader. In vertex shader, assign values to
389 fragment shader and compare them with the same function. Take into
451 << "Fragment shader values of gl_Clip_distance does not match vertex shader's output value."
460 /** @brief Vertex shader source code to test gl_MaxClipDistances limit value in vertex shader (API Coverage Test). */
472 /** @brief Fragment shader source code to test gl_MaxClipDistances limit value in vertex shader (API Coverage Test). */
483 /** @brief Vertex shader source code to test gl_MaxClipDistances limit value in fragment shader (API Coverage Test). */
492 /** @brief Fragment shader source code to test gl_MaxClipDistances limit value in fragment shader (API Coverage Test). */
503 /** @brief Vertex shader source code to test if the gl_ClipDistance[] are passed properly to the fragment shader from vertex shader (API Coverage Test). */
519 /** @brief Fragment shader source code to test if the gl_ClipDistance[] are passed properly to the fragment shader from vertex shader (API Coverage Test). */
622 << "Functional test have failed when building program.\nVertex shader code:\n"
623 << vertex_shader_code << "\nFragment shader code:\n"
701 /** @brief Prepare vertex shader code for functional test.
709 * @return Compilation ready vertex shader source code.
944 /* @brief Fragment shader source code for functional tests. */
1030 /* If OpenGL version < 3.1 is available, check that building shader program
1031 fails when vertex shader statically writes to both gl_ClipVertex and
1032 gl_ClipDistance[0]. Validate that the vertex shader which statically
1047 "Building shader which statically writes to both gl_ClipVertex "
1065 /* Check that building shader program fails when gl_ClipDistance is
1066 redeclared in the shader with size higher than GL_MAX_CLIP_DISTANCES. */
1074 "Building shader with explicit redeclaration of gl_ClipDistance[] array with size "
1092 /* Check that building shader program fails when gl_ClipDistance is not
1102 "Building shader without explicit redeclaration and with variable indexing has unexpectedly succeeded. "
1112 /** @brief Vertex shader source code for gl_ClipVertex negative test. */
1123 /** @brief Vertex shader source code for explicit redeclaration negative test. */
1135 /** @brief Vertex shader source code for impilicit redeclaration negative test. */
1151 /** @brief Simple passthrough fragment shader source code for negative tests. */
1167 * @param [in] vertex_shader_code Vertex shader source code.
1168 * @param [in] fragment_shader_code Fragment shader source code.
1231 /** @brief Vertex shader compilation status getter.
1233 * @return Vertex shader compilation status.
1241 /** @brief Fragment shader compilation status getter.
1243 * @return Fragment shader compilation status.
1261 /** @brief Compile shader.
1271 CompilationStatus shader = { 0, GL_NONE, "" };
1278 shader.shader_id = m_gl.createShader(shader_type);
1283 m_gl.shaderSource(shader.shader_id, 1, shader_code, NULL);
1287 m_gl.compileShader(shader.shader_id);
1292 m_gl.getShaderiv(shader.shader_id, GL_COMPILE_STATUS, &shader.shader_compilation_status);
1297 if (shader.shader_compilation_status == GL_FALSE)
1301 m_gl.getShaderiv(shader.shader_id, GL_INFO_LOG_LENGTH, &log_size);
1313 m_gl.getShaderInfoLog(shader.shader_id, log_size, DE_NULL, log);
1315 shader.shader_log = log;
1326 if (shader.shader_id)
1328 m_gl.deleteShader(shader.shader_id);
1330 shader.shader_id = 0;
1335 return shader;
1340 * @param [in] vertex_shader Vertex shader compilation status.
1341 * @param [in] fragment_shader Fragment shader compilation status.