src/tests/compiler_tests/GeometryShader_test.cpp


Log

Author Commit Date CI Message
Jiawei Shao 8e4b355b 2017-08-30T14:20:58 ES31: Implement Geometry Shader inputs and outputs This patch intends to implement Geometry Shader inputs and outputs in ANGLE GLSL compiler. 1. Only accept arrays as the inputs of a Geometry Shader. 2. Allow unsized arrays as the inputs of a Geometry Shader after a valid input primitive declaration and assign size to them. 3. Implement Geometry Shader outputs. 4. Allow Geometry Shader inputs and outputs using interpolation qualifiers ('flat', 'smooth', 'centroid'). 5. Allow using 'location' layout qualifier on Geometry Shader inputs and outputs. BUG=angleproject:1941 TEST=angle_unittests Change-Id: Ia7e250277c61f45c8479437b567c2831ff26b433 Reviewed-on: https://chromium-review.googlesource.com/650211 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jiawei Shao d27f5c8d 2017-08-23T09:38:08 ES31: Implement GL_OES_geometry_shader built-ins in GLSL compiler This patch intends to implement all built-in constants, variables and functions defined in OpenGL ES 3.1 extension GL_OES_geometry_shader in ANGLE GLSL compiler. 1. Add all built-in constants defined in GL_OES_geometry_shader. 2. Add built-in functions EmitVertex() and EndPrimitive() required in Geometry Shader. 3. Add built-in variables gl_PrimitiveIDIn and gl_InvocationID to Geometry Shader. 4. Add built-in variables gl_PrimitiveID and gl_Layer to both Geometry Shader and Fragment Shader when GL_OES_geometry_shader is enabled. BUG=angleproject:1941 TEST=angle_unittests Change-Id: I92821553ed0efee2ccb77fead6e065e7799819d0 Reviewed-on: https://chromium-review.googlesource.com/627670 Commit-Queue: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
Jiawei Shao d8105a03 2017-08-08T09:54:36 ES31: Implement gl_in in Geometry Shader This patch intends to implement geometry shader built-in interface block instance gl_in defined in GL_OES_geometry_shader. 1. Add the definition of gl_in and its interface block gl_PerVertex into the symbol table. 2. Support gl_Position as a member of gl_in. 3. Set the array size of gl_in when a valid input primitive type is known. 4. Add check that it should be a compile error to index gl_in or call length() on gl_in without a valid input primitive declaration. This patch also adds unit tests to cover all these new features. BUG=angleproject:1941 TEST=angle_unittests Change-Id: I8da20c943b29c9ce904834625b396aab6302e1e1 Reviewed-on: https://chromium-review.googlesource.com/605059 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Shao b5cc1198 2017-07-06T10:47:20 ES31: Add Geometry Shader layout qualifiers in GLSL compiler This patch intends to implement Geometry Shader layout qualifiers required in OpenGL ES 3.1 extension GL_OES_geometry_shader in ANGLE GLSL compiler. 1. Add support to the shader type GL_GEOMETRY_SHADER_OES. 2. Implement Geometry Shader layout qualifiers in the GLSL compiler: (1) Add support to OpenGL ES 3.1 extension "GL_OES_geometry_shader". (2) Add validations of the input and output primitive declarations in the Geometry Shader layout declarations. (3) Add 'invocations' and 'max_vertices' support in the Geometry Shader layout declarations 3. Add unit tests to cover all the new features added in this patch. BUG=angleproject:1941 TEST=angle_unittests Change-Id: Ie693e11f8a00dab3552626ed63e9336c7fbd3cb8 Reviewed-on: https://chromium-review.googlesource.com/560647 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Corentin Wallez <cwallez@chromium.org>