Lines Matching refs:NL
60 s_tcuLog->writeMessage(NL);
176 return api::glslVer() + NL "in vec4 i_vertex;" NL "void main()" NL "{" NL " gl_Position = i_vertex;" NL "}";
181 return api::glslVer() + NL "in vec4 i_vertex;" NL "void main()" NL "{" NL " gl_Position = i_vertex;" NL
182 "#if defined(GL_ES)" NL " gl_PointSize = 1.0;" NL "#endif" NL "}";
188 return api::glslVer() + NL "precision highp float; " NL "out vec4 outColor;" NL "void main() {" NL
189 " outColor = vec4(0.1,0.2,0.3,1.0);" NL "}";
1089 return "1. Create buffer" NL "2. Bind buffer" NL "3. Set data using glBufferData" NL
1090 "4. Get data using GetBufferSubData<api>" NL "5. Verify results";
1247 return "1. Create buffer" NL "2. Bind buffer" NL "3. Allocate buffer using glBufferData" NL
1248 "4. Set data using glBufferSubData" NL "5. Get data using GetBufferSubData<api>" NL "6. Verify results";
1315 return "1. Create buffer" NL "2. Bind buffer" NL "3. Set data" NL "4. Map buffer" NL
1316 "5. Verify mapped buffer" NL "6. Check state" NL "7. Unmap buffer" NL "8. Check state";
1436 return "1. Create buffer" NL "2. Bind buffer" NL "3. Set data" NL "4. Map buffer" NL
1437 "5. Get a pointer to buffer" NL "6. Compare pointers from point 4) and 5)" NL
1438 "7. Verify mapped buffer" NL "8. Unmap buffer";
1536 return "1. Create buffer" NL "2. Bind buffer" NL "3. Set data" NL "4. Map buffer using glMapBufferRange" NL
1537 "5. Check state" NL "6. Verify mapped buffer" NL "7. Unmap buffer" NL "8. Check state";
1655 return "1. Create buffer" NL "2. Bind buffer" NL "3. Set data" NL
1656 "4. Map buffer with GL_MAP_FLUSH_EXPLICIT_BIT flag" NL "5. Check state" NL "6. Modify mapped buffer" NL
1657 "7. Flush buffer" NL "8. Unmap buffer" NL "9. Check state" NL "10. Verify buffer";
1753 return "1. Create buffer" NL "2. Bind buffer using glBindBufferRange" NL "3. Set data" NL "4. Verify buffer";
1836 return "1. Create buffer" NL "2. Bind buffer using glBindBufferBase" NL "3. Set data" NL "4. Verify buffer";
1906 return "1. Create buffer" NL "2. Bind buffer" NL "3. Set data" NL "4. Verify buffer" NL
1907 "5. Modify buffer using glCopyBufferSubData" NL "6. Verify buffer";
2312 return api::glslVer() + NL
2313 "layout(location = 0) in vec4 i_vertex;" NL "layout(location = 1) in vec4 i_vertex_instanced;" NL
2314 "layout(location = 2) in vec4 i_vertex_color_instanced;" NL "out vec4 vertex_color_instanced;" NL
2315 "void main()" NL "{" NL " gl_Position = vec4(i_vertex.xyz * .5, 1.0) + i_vertex_instanced;" NL
2316 " vertex_color_instanced = i_vertex_color_instanced;" NL "}";
2322 return api::glslVer() + NL "precision highp float; " NL "in vec4 vertex_color_instanced;" NL
2323 "out vec4 outColor;" NL "void main() {" NL " outColor = vertex_color_instanced;" NL
2362 return "1. Define a primitive using VBO" NL "2. Draw primitive using glDrawArraysIndirect" NL
2396 return "1. Define primitives using VBO" NL "2. Draw primitive using glDrawArraysIndirect" NL
2430 return "1. Define a primitive using VBO" NL "2. Draw primitive using glDrawArraysIndirect" NL
2604 return api::glslVer() + NL "in vec4 i_vertex;" NL "out vec4 dataOut;" NL "void main()" NL "{" NL
2605 " gl_Position = i_vertex;" NL " dataOut = i_vertex;" NL "}";
2644 return "1. Define a primitive using VBO" NL "2. Draw primitive using glDrawArraysIndirect" NL
2678 return "1. Define a primitive using VBO" NL "2. Draw primitive using glDrawElementsIndirect" NL
2712 return "1. Define primitives using VBO" NL "2. Draw primitive using glDrawElementsIndirect" NL
2747 return "1. Define a primitive using VBO" NL "2. Draw primitive using glDrawElementsIndirect" NL
2781 return "1. Define a primitive using VBO" NL "2. Draw primitive using glDrawArraysIndirect" NL
2810 return "Verify that it is possible to draw primitives with specified indirect structure" NL "in a buffer";
2815 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
2816 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
2902 return "Verify that it is possible to draw primitives with specified non-zero 'first' argument" NL
2908 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
2909 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
3005 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
3006 "3. Draw primitives using glDrawArraysIndirect with offset" NL "4. Verify results";
3093 return "Verify that it is possible to draw primitives with specified indirect structure" NL "in a buffer";
3098 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
3099 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
3198 return "Verify that it is possible to draw primitives with non-zero first index" NL "in indirect buffer";
3203 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
3204 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
3308 return "Verify that it is possible to draw primitives with non-zero base vertex" NL "in indirect buffer";
3313 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
3314 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
3423 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
3424 "3. Draw primitives using glDrawElementsIndirect with offset" NL "4. Verify results";
3712 return api::glslVer() + NL
3713 "layout(location = 0) in vec4 i_vertex;" NL "layout(location = 1) in vec4 i_vertex_instanced;" NL
3714 "layout(location = 2) in float i_ref_VertexId;" NL "layout(location = 3) in float i_ref_InstanceId;" NL
3715 "out vec4 val_Result;" NL "void main()" NL "{" NL
3716 " gl_Position = vec4(i_vertex.xyz * .5, 1.0) + i_vertex_instanced;" NL
3717 " if ( gl_VertexID == int(i_ref_VertexId + .5) && gl_InstanceID == int(i_ref_InstanceId + .5)) {" NL
3718 " val_Result = vec4(0.0, 1.0, float(gl_InstanceID) / 4.0, 1.0);" NL " } else {" NL
3719 " val_Result = vec4(1.0, 0.0, 0.0, 1.0);" NL " }" NL "}";
3725 return api::glslVer() + NL "precision highp float; " NL "in vec4 val_Result;" NL "out vec4 outColor;" NL
3726 "void main() {" NL " outColor = val_Result;" NL "}";
3759 return "Verify that it is possible to draw primitives with all non-zero arguments" NL "in indirect buffer";
3764 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
3765 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
3794 return "Verify that it is possible to draw primitives with all non-zero arguments" NL "in indirect buffer";
3799 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
3800 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
3834 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL "3. Create element buffer" NL
3835 "4. Draw primitives using glDrawElementsIndirect" NL "5. Verify results";
3945 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL "3. Create element buffer" NL
3946 "4. Draw primitives using glDrawElementsIndirect" NL "5. Verify results";
4287 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4288 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4322 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4323 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4357 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4358 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4391 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4392 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4426 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4427 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4461 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4462 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4496 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4497 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4533 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4534 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4570 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4571 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4607 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4608 "3. Draw primitives using glDrawArraysIndirect" NL "4. Verify results";
4643 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4644 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4678 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4679 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4712 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4713 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4746 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4747 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4780 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4781 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4814 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4815 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4848 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4849 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4884 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4885 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4920 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4921 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
4956 return "1. Create and fill VBO" NL "2. Create indirect buffer" NL
4957 "3. Draw primitives using glDrawElementsIndirect" NL "4. Verify results";
5146 return api::glslVer() + NL "flat out highp uint dataOut;" NL "in vec4 i_vertex;" NL
5147 "layout(std140) uniform BLOCK {" NL " uint m[5];" NL "} b;" NL "void main() {" NL
5148 " dataOut = b.m[min(4, gl_VertexID)];" NL " gl_Position = i_vertex;" NL "}";
5167 return "1. Create data" NL "2. Use data as input to glDrawArrayIndirect" NL "3. Verify results";
5200 return "1. Create data" NL "2. Use data as input to glDrawElementsIndirect" NL "3. Verify results";
5399 return api::glslVer() + NL "in vec4 in_coords;" NL "in vec4 in_colors;" NL "out vec4 colors;" NL
5400 "void main() {" NL " colors = in_colors;" NL " gl_Position = in_coords;" NL
5401 "#if defined(GL_ES)" NL " gl_PointSize = 1.0;" NL "#endif" NL "}";
5407 return api::glslVer() + NL "precision highp float;" NL "in vec4 colors;" NL "out vec4 outColor;" NL
5408 "void main() {" NL " outColor = colors;" NL "}";
5414 return api::glslVer(true) + NL "precision highp int; " NL
5415 "precision highp float; " NL
5416 " " NL
5417 "layout(local_size_x = 1) in; " NL
5418 "layout(std430, binding = 0) buffer Vertices { " NL
5419 " vec4 vertices[]; " NL
5420 "}; " NL
5421 "layout(std430, binding = 1) buffer Colors { " NL
5422 " vec4 colors[]; " NL
5423 "}; " NL
5424 "layout(std430, binding = 2) buffer Indirect { " NL
5425 " uint indirect[4]; " NL
5426 "}; " NL
5427 " " NL
5428 "uniform uint height; " NL
5429 "uniform uint width; " NL
5430 " " NL
5431 "void main() { " NL
5432 " uint w = gl_GlobalInvocationID.x; " NL
5433 " uint h = gl_GlobalInvocationID.y; " NL
5434 " float stepX = 2.0 / float(width); " NL
5435 " float stepY = 2.0 / float(height); " NL
5436 " float offsetX = -1.0 + stepX * float(w) + stepX / 2.0; " NL
5437 " float offsetY = -1.0 + stepY * float(h) + stepY / 2.0; " NL
5438 " uint arrayOffset = h * width + w; " NL
5439 " vertices[ arrayOffset ] = vec4(offsetX, offsetY, 0.0, 1.0);" NL
5440 " vec4 color = vec4(0.0, 0.0, 0.0, 1.0); " NL
5441 " if(w > (width / 2u - 1u)) { " NL
5442 " color = color + vec4(0.5, 0.0, 0.0, 0.0); " NL
5443 " } " NL
5444 " if(h > (height / 2u - 1u)) { " NL
5445 " color = color + vec4(0.0, 0.5, 0.0, 0.0); " NL
5446 " } " NL
5447 " colors[ arrayOffset ] = color; " NL
5448 " if(w == 0u && h == 0u) { " NL
5449 " indirect[0] = width * height; " NL
5450 " indirect[1] = 1u; " NL
5451 " } " NL
5478 return "1. Create data by Compute Shader" NL "2. Use data as input to glDrawArrayIndirect" NL
5512 return "1. Create data by Compute Shader" NL "2. Use data as input to glDrawElementsIndirect" NL
5547 return "1. Define primitives using VBO" NL "2. Draw primitives using glDrawElementsIndirect" NL
6555 return "1. Create and bind buffer" NL "2. Map buffer" NL "3. Call glDrawArrayIndirect";
6671 return "1. Create and bind buffer" NL "2. Map buffer" NL "3. Call glDrawElementsIndirect";
6799 return "1. Bind non-zero buffer" NL "2. Call glDrawElementsIndirect with invalid type";
6941 return "1. Bind non-zero buffer" NL "2. Set data" NL "3. Set wrong geometry shader" NL
7020 return "#version 150" NL "in vec4 coords;" NL "void main() {" NL " gl_Position = coords;" NL "}";
7025 return "#version 150" NL "layout(triangles) in;" NL "layout(triangle_strip, max_vertices = 10) out;" NL
7026 "void main() {" NL " for (int i=0; i<gl_in.length(); ++i) {" NL
7027 " gl_Position = gl_in[i].gl_Position;" NL " EmitVertex();" NL " }" NL "}";
7032 return "#version 140" NL "out vec4 outColor;" NL "void main() {" NL
7033 " outColor = vec4(0.1f, 0.2f, 0.3f, 1.0f);" NL "}";
7055 return "1. Bind non-zero buffer" NL "2. Set data" NL "3. Set wrong geometry shader" NL
7144 return "#version 150" NL "in vec4 coords;" NL "void main() {" NL " gl_Position = coords;" NL "}";
7149 return "#version 150" NL "layout(lines) in;" NL "layout(line_strip, max_vertices = 10) out;" NL
7150 "void main() {" NL " for (int i=0; i<gl_in.length(); ++i) {" NL
7151 " gl_Position = gl_in[i].gl_Position;" NL " EmitVertex();" NL " }" NL "}";
7156 return "#version 140" NL "out vec4 outColor;" NL "void main() {" NL
7157 " outColor = vec4(0.1f, 0.2f, 0.3f, 1.0f);" NL "}";
7828 return api::glslVer() + NL "out highp vec4 dataOut;" NL "in vec4 i_vertex;" NL "void main() {" NL
7829 " dataOut = i_vertex;" NL " gl_Position = i_vertex;" NL "}";