ES31: Implement creation and attaching geometry shader on OpenGL
This patch intends to implement the creation of a geometry shader
and attaching a geometry shader to a program on OpenGL back-ends.
This patch also adds all geometry shader related dEQP-GLES31 test
failures to deqp_gles31_test_expectations.txt.
BUG=angleproject:1941
TEST=angle_end2end_tests
Change-Id: Ib0b497030255b15dacd967e48bc59eef0009af46
Reviewed-on: https://chromium-review.googlesource.com/757979
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/include/GLSLANG/ShaderLang.h b/include/GLSLANG/ShaderLang.h
index 2420426..14c50c0 100644
--- a/include/GLSLANG/ShaderLang.h
+++ b/include/GLSLANG/ShaderLang.h
@@ -598,6 +598,11 @@
// Note that the map contains also registers of samplers that have been extracted from structs.
const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle);
+GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle);
+GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle);
+int GetGeometryShaderInvocations(const ShHandle handle);
+int GetGeometryShaderMaxVertices(const ShHandle handle);
+
} // namespace sh
#endif // GLSLANG_SHADERLANG_H_
diff --git a/src/compiler/translator/ShaderLang.cpp b/src/compiler/translator/ShaderLang.cpp
index 003c40f..fabce78 100644
--- a/src/compiler/translator/ShaderLang.cpp
+++ b/src/compiler/translator/ShaderLang.cpp
@@ -112,6 +112,35 @@
}
#endif // ANGLE_ENABLE_HLSL
+GLenum GetGeometryShaderPrimitiveTypeEnum(sh::TLayoutPrimitiveType primitiveType)
+{
+ switch (primitiveType)
+ {
+ case EptPoints:
+ return GL_POINTS;
+ case EptLines:
+ return GL_LINES;
+ case EptLinesAdjacency:
+ return GL_LINES_ADJACENCY_EXT;
+ case EptTriangles:
+ return GL_TRIANGLES;
+ case EptTrianglesAdjacency:
+ return GL_TRIANGLES_ADJACENCY_EXT;
+
+ case EptLineStrip:
+ return GL_LINE_STRIP;
+ case EptTriangleStrip:
+ return GL_TRIANGLE_STRIP;
+
+ case EptUndefined:
+ return GL_INVALID_VALUE;
+
+ default:
+ UNREACHABLE();
+ return GL_INVALID_VALUE;
+ }
+}
+
} // anonymous namespace
//
@@ -501,4 +530,48 @@
#endif // ANGLE_ENABLE_HLSL
}
+GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle)
+{
+ ASSERT(handle);
+
+ TShHandleBase *base = static_cast<TShHandleBase *>(handle);
+ TCompiler *compiler = base->getAsCompiler();
+ ASSERT(compiler);
+
+ return GetGeometryShaderPrimitiveTypeEnum(compiler->getGeometryShaderInputPrimitiveType());
+}
+
+GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle)
+{
+ ASSERT(handle);
+
+ TShHandleBase *base = static_cast<TShHandleBase *>(handle);
+ TCompiler *compiler = base->getAsCompiler();
+ ASSERT(compiler);
+
+ return GetGeometryShaderPrimitiveTypeEnum(compiler->getGeometryShaderOutputPrimitiveType());
+}
+
+int GetGeometryShaderInvocations(const ShHandle handle)
+{
+ ASSERT(handle);
+
+ TShHandleBase *base = static_cast<TShHandleBase *>(handle);
+ TCompiler *compiler = base->getAsCompiler();
+ ASSERT(compiler);
+
+ return compiler->getGeometryShaderInvocations();
+}
+
+int GetGeometryShaderMaxVertices(const ShHandle handle)
+{
+ ASSERT(handle);
+
+ TShHandleBase *base = static_cast<TShHandleBase *>(handle);
+ TCompiler *compiler = base->getAsCompiler();
+ ASSERT(compiler);
+
+ return compiler->getGeometryShaderMaxVertices();
+}
+
} // namespace sh
diff --git a/src/libANGLE/Caps.cpp b/src/libANGLE/Caps.cpp
index 77f4e0b..5a78d8d 100644
--- a/src/libANGLE/Caps.cpp
+++ b/src/libANGLE/Caps.cpp
@@ -223,7 +223,10 @@
clientArrays(false),
robustResourceInitialization(false),
programCacheControl(false),
- textureRectangle(false)
+ textureRectangle(false),
+ geometryShader(false),
+ maxGeometryOutputVertices(0),
+ maxGeometryShaderInvocations(0)
{
}
@@ -691,6 +694,7 @@
map["GL_ANGLE_robust_resource_initialization"] = esOnlyExtension(&Extensions::robustResourceInitialization);
map["GL_ANGLE_program_cache_control"] = esOnlyExtension(&Extensions::programCacheControl);
map["GL_ANGLE_texture_rectangle"] = enableableExtension(&Extensions::textureRectangle);
+ map["GL_EXT_geometry_shader"] = enableableExtension(&Extensions::geometryShader);
// clang-format on
return map;
@@ -840,7 +844,6 @@
// Table 20.49
maxSamples(0)
-
{
for (size_t i = 0; i < 3; ++i)
{
diff --git a/src/libANGLE/Caps.h b/src/libANGLE/Caps.h
index e3942b0..2569597 100644
--- a/src/libANGLE/Caps.h
+++ b/src/libANGLE/Caps.h
@@ -368,6 +368,14 @@
// GL_ANGLE_texture_rectangle
bool textureRectangle;
+
+ // GL_EXT_geometry_shader
+ bool geometryShader;
+ // GL_EXT_geometry_shader (May 31, 2016) Table 20.43gs: Implementation dependent geometry shader
+ // limits
+ // TODO(jiawei.shao@intel.com): add all implementation dependent geometry shader limits.
+ GLuint maxGeometryOutputVertices;
+ GLuint maxGeometryShaderInvocations;
};
struct ExtensionInfo
diff --git a/src/libANGLE/Compiler.cpp b/src/libANGLE/Compiler.cpp
index 3baa75c..236c7e1 100644
--- a/src/libANGLE/Compiler.cpp
+++ b/src/libANGLE/Compiler.cpp
@@ -50,7 +50,8 @@
mResources(),
mFragmentCompiler(nullptr),
mVertexCompiler(nullptr),
- mComputeCompiler(nullptr)
+ mComputeCompiler(nullptr),
+ mGeometryCompiler(nullptr)
{
ASSERT(state.getClientMajorVersion() == 2 || state.getClientMajorVersion() == 3);
@@ -129,6 +130,12 @@
{
mResources.MaxDrawBuffers = 1;
}
+
+ // Geometry Shader constants
+ mResources.OES_geometry_shader = extensions.geometryShader;
+ // TODO(jiawei.shao@intel.com): initialize all implementation dependent geometry shader limits.
+ mResources.MaxGeometryOutputVertices = extensions.maxGeometryOutputVertices;
+ mResources.MaxGeometryShaderInvocations = extensions.maxGeometryShaderInvocations;
}
Compiler::~Compiler()
@@ -183,6 +190,9 @@
case GL_COMPUTE_SHADER:
compiler = &mComputeCompiler;
break;
+ case GL_GEOMETRY_SHADER_EXT:
+ compiler = &mGeometryCompiler;
+ break;
default:
UNREACHABLE();
return nullptr;
diff --git a/src/libANGLE/Compiler.h b/src/libANGLE/Compiler.h
index f3582b2..b7f7e9f 100644
--- a/src/libANGLE/Compiler.h
+++ b/src/libANGLE/Compiler.h
@@ -43,6 +43,7 @@
ShHandle mFragmentCompiler;
ShHandle mVertexCompiler;
ShHandle mComputeCompiler;
+ ShHandle mGeometryCompiler;
};
} // namespace gl
diff --git a/src/libANGLE/Context.cpp b/src/libANGLE/Context.cpp
index 2300db8..930f6b6 100644
--- a/src/libANGLE/Context.cpp
+++ b/src/libANGLE/Context.cpp
@@ -2535,6 +2535,12 @@
mExtensions.maxViews = 1u;
}
+ if (getClientVersion() < ES_3_1)
+ {
+ // Disable ES3.1+ extensions
+ mExtensions.geometryShader = false;
+ }
+
if (getClientVersion() > Version(2, 0))
{
// FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
diff --git a/src/libANGLE/Program.cpp b/src/libANGLE/Program.cpp
index ce40175..8296d50 100644
--- a/src/libANGLE/Program.cpp
+++ b/src/libANGLE/Program.cpp
@@ -430,6 +430,7 @@
mAttachedFragmentShader(nullptr),
mAttachedVertexShader(nullptr),
mAttachedComputeShader(nullptr),
+ mAttachedGeometryShader(nullptr),
mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS),
mMaxActiveAttribLocation(0),
mSamplerUniformRange(0, 0),
@@ -443,7 +444,8 @@
ProgramState::~ProgramState()
{
- ASSERT(!mAttachedVertexShader && !mAttachedFragmentShader && !mAttachedComputeShader);
+ ASSERT(!mAttachedVertexShader && !mAttachedFragmentShader && !mAttachedComputeShader &&
+ !mAttachedGeometryShader);
}
const std::string &ProgramState::getLabel()
@@ -541,10 +543,16 @@
mState.mAttachedComputeShader = nullptr;
}
+ if (mState.mAttachedGeometryShader != nullptr)
+ {
+ mState.mAttachedGeometryShader->release(context);
+ mState.mAttachedGeometryShader = nullptr;
+ }
+
mProgram->destroy(context);
ASSERT(!mState.mAttachedVertexShader && !mState.mAttachedFragmentShader &&
- !mState.mAttachedComputeShader);
+ !mState.mAttachedComputeShader && !mState.mAttachedGeometryShader);
SafeDelete(mProgram);
delete this;
@@ -585,6 +593,13 @@
mState.mAttachedComputeShader->addRef();
break;
}
+ case GL_GEOMETRY_SHADER_EXT:
+ {
+ ASSERT(!mState.mAttachedGeometryShader);
+ mState.mAttachedGeometryShader = shader;
+ mState.mAttachedGeometryShader->addRef();
+ break;
+ }
default:
UNREACHABLE();
}
@@ -615,6 +630,13 @@
mState.mAttachedComputeShader = nullptr;
break;
}
+ case GL_GEOMETRY_SHADER_EXT:
+ {
+ ASSERT(mState.mAttachedGeometryShader == shader);
+ shader->release(context);
+ mState.mAttachedGeometryShader = nullptr;
+ break;
+ }
default:
UNREACHABLE();
}
@@ -623,7 +645,7 @@
int Program::getAttachedShadersCount() const
{
return (mState.mAttachedVertexShader ? 1 : 0) + (mState.mAttachedFragmentShader ? 1 : 0) +
- (mState.mAttachedComputeShader ? 1 : 0);
+ (mState.mAttachedComputeShader ? 1 : 0) + (mState.mAttachedGeometryShader ? 1 : 0);
}
void Program::bindAttributeLocation(GLuint index, const char *name)
@@ -1119,6 +1141,15 @@
}
}
+ if (mState.mAttachedGeometryShader)
+ {
+ if (total < maxCount)
+ {
+ shaders[total] = mState.mAttachedGeometryShader->getHandle();
+ total++;
+ }
+ }
+
if (count)
{
*count = total;
diff --git a/src/libANGLE/Program.h b/src/libANGLE/Program.h
index 1a33b3f..0b50e15 100644
--- a/src/libANGLE/Program.h
+++ b/src/libANGLE/Program.h
@@ -241,6 +241,7 @@
Shader *getAttachedVertexShader() const { return mAttachedVertexShader; }
Shader *getAttachedFragmentShader() const { return mAttachedFragmentShader; }
Shader *getAttachedComputeShader() const { return mAttachedComputeShader; }
+ Shader *getAttachedGeometryShader() const { return mAttachedGeometryShader; }
const std::vector<std::string> &getTransformFeedbackVaryingNames() const
{
return mTransformFeedbackVaryingNames;
@@ -316,6 +317,7 @@
Shader *mAttachedFragmentShader;
Shader *mAttachedVertexShader;
Shader *mAttachedComputeShader;
+ Shader *mAttachedGeometryShader;
std::vector<std::string> mTransformFeedbackVaryingNames;
std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
@@ -392,6 +394,7 @@
const Shader *getAttachedVertexShader() const { return mState.mAttachedVertexShader; }
const Shader *getAttachedFragmentShader() const { return mState.mAttachedFragmentShader; }
const Shader *getAttachedComputeShader() const { return mState.mAttachedComputeShader; }
+ const Shader *getAttachedGeometryShader() const { return mState.mAttachedGeometryShader; }
void bindAttributeLocation(GLuint index, const char *name);
void bindUniformLocation(GLuint index, const char *name);
diff --git a/src/libANGLE/ResourceManager.cpp b/src/libANGLE/ResourceManager.cpp
index 6ac66fd..1b7e966 100644
--- a/src/libANGLE/ResourceManager.cpp
+++ b/src/libANGLE/ResourceManager.cpp
@@ -159,7 +159,8 @@
const gl::Limitations &rendererLimitations,
GLenum type)
{
- ASSERT(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER || type == GL_COMPUTE_SHADER);
+ ASSERT(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER || type == GL_COMPUTE_SHADER ||
+ type == GL_GEOMETRY_SHADER_EXT);
GLuint handle = mHandleAllocator.allocate();
mShaders.assign(handle, new Shader(this, factory, rendererLimitations, type, handle));
return handle;
diff --git a/src/libANGLE/Shader.cpp b/src/libANGLE/Shader.cpp
index c3232ce..c6c568b 100644
--- a/src/libANGLE/Shader.cpp
+++ b/src/libANGLE/Shader.cpp
@@ -79,6 +79,10 @@
mShaderType(shaderType),
mShaderVersion(100),
mNumViews(-1),
+ mGeometryShaderInputPrimitiveType(GL_INVALID_VALUE),
+ mGeometryShaderOutputPrimitiveType(GL_INVALID_VALUE),
+ mGeometryShaderInvocations(1),
+ mGeometryShaderMaxVertices(-1),
mCompileStatus(CompileStatus::NOT_COMPILED)
{
mLocalSize.fill(-1);
@@ -276,6 +280,10 @@
mState.mActiveAttributes.clear();
mState.mActiveOutputVariables.clear();
mState.mNumViews = -1;
+ mState.mGeometryShaderInputPrimitiveType = GL_INVALID_VALUE;
+ mState.mGeometryShaderOutputPrimitiveType = GL_INVALID_VALUE;
+ mState.mGeometryShaderInvocations = 1;
+ mState.mGeometryShaderMaxVertices = -1;
mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED;
mBoundCompiler.set(context, context->getCompiler());
@@ -391,6 +399,19 @@
GetActiveShaderVariables(sh::GetOutputVariables(compilerHandle));
break;
}
+ case GL_GEOMETRY_SHADER_EXT:
+ {
+ mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle));
+ mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle));
+
+ mState.mGeometryShaderInputPrimitiveType =
+ sh::GetGeometryShaderInputPrimitiveType(compilerHandle);
+ mState.mGeometryShaderOutputPrimitiveType =
+ sh::GetGeometryShaderOutputPrimitiveType(compilerHandle);
+ mState.mGeometryShaderInvocations = sh::GetGeometryShaderInvocations(compilerHandle);
+ mState.mGeometryShaderMaxVertices = sh::GetGeometryShaderMaxVertices(compilerHandle);
+ break;
+ }
default:
UNREACHABLE();
}
diff --git a/src/libANGLE/Shader.h b/src/libANGLE/Shader.h
index 4822717..2ebafaa 100644
--- a/src/libANGLE/Shader.h
+++ b/src/libANGLE/Shader.h
@@ -101,6 +101,12 @@
// ANGLE_multiview.
int mNumViews;
+ // Geometry Shader.
+ GLenum mGeometryShaderInputPrimitiveType;
+ GLenum mGeometryShaderOutputPrimitiveType;
+ int mGeometryShaderInvocations;
+ int mGeometryShaderMaxVertices;
+
// Indicates if this shader has been successfully compiled
CompileStatus mCompileStatus;
};
diff --git a/src/libANGLE/renderer/gl/renderergl_utils.cpp b/src/libANGLE/renderer/gl/renderergl_utils.cpp
index c8541d9..4cf9a3d 100644
--- a/src/libANGLE/renderer/gl/renderergl_utils.cpp
+++ b/src/libANGLE/renderer/gl/renderergl_utils.cpp
@@ -1034,6 +1034,22 @@
caps->maxRectangleTextureSize =
QuerySingleGLInt(functions, GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE);
}
+
+ // We need at least OpenGL 4.3 to support all features and constants defined in
+ // GL_EXT_geometry_shader.
+ if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 2)) ||
+ functions->hasGLESExtension("GL_OES_geometry_shader") ||
+ functions->hasGLESExtension("GL_EXT_geometry_shader"))
+ {
+ extensions->geometryShader = true;
+
+ // TODO(jiawei.shao@intel.com): initialize all implementation dependent geometry shader
+ // limits.
+ extensions->maxGeometryOutputVertices =
+ QuerySingleGLInt(functions, GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT);
+ extensions->maxGeometryShaderInvocations =
+ QuerySingleGLInt(functions, GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT);
+ }
}
void GenerateWorkarounds(const FunctionsGL *functions, WorkaroundsGL *workarounds)
diff --git a/src/libANGLE/validationES2.cpp b/src/libANGLE/validationES2.cpp
index 7737131..cd835b3 100644
--- a/src/libANGLE/validationES2.cpp
+++ b/src/libANGLE/validationES2.cpp
@@ -4154,6 +4154,13 @@
}
break;
+ case GL_GEOMETRY_SHADER_EXT:
+ if (!context->getExtensions().geometryShader)
+ {
+ ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidShaderType);
+ return false;
+ }
+ break;
default:
ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidShaderType);
return false;
@@ -4344,6 +4351,15 @@
}
break;
}
+ case GL_GEOMETRY_SHADER_EXT:
+ {
+ if (programObject->getAttachedGeometryShader())
+ {
+ ANGLE_VALIDATION_ERR(context, InvalidOperation(), ShaderAttachmentHasShader);
+ return false;
+ }
+ break;
+ }
default:
UNREACHABLE();
break;
@@ -4967,6 +4983,11 @@
attachedShader = programObject->getAttachedComputeShader();
break;
}
+ case GL_GEOMETRY_SHADER_EXT:
+ {
+ attachedShader = programObject->getAttachedGeometryShader();
+ break;
+ }
default:
UNREACHABLE();
return false;
diff --git a/src/tests/angle_end2end_tests.gypi b/src/tests/angle_end2end_tests.gypi
index 4bed633..9dc9a94 100644
--- a/src/tests/angle_end2end_tests.gypi
+++ b/src/tests/angle_end2end_tests.gypi
@@ -45,6 +45,7 @@
'<(angle_path)/src/tests/gl_tests/FramebufferMultiviewTest.cpp',
'<(angle_path)/src/tests/gl_tests/FramebufferRenderMipmapTest.cpp',
'<(angle_path)/src/tests/gl_tests/FramebufferTest.cpp',
+ '<(angle_path)/src/tests/gl_tests/GeometryShaderTest.cpp',
'<(angle_path)/src/tests/gl_tests/GLSLTest.cpp',
'<(angle_path)/src/tests/gl_tests/ImageTest.cpp',
'<(angle_path)/src/tests/gl_tests/IncompleteTextureTest.cpp',
diff --git a/src/tests/deqp_support/deqp_gles31_test_expectations.txt b/src/tests/deqp_support/deqp_gles31_test_expectations.txt
index 1c50f3b..92e7261 100644
--- a/src/tests/deqp_support/deqp_gles31_test_expectations.txt
+++ b/src/tests/deqp_support/deqp_gles31_test_expectations.txt
@@ -37,6 +37,12 @@
// test expectations parser doesn't support having FAIL for GL and SKIP for D3D with the same test filter.
1442 OPENGL D3D11 : dEQP-GLES31.functional.image_load_store.* = SKIP
+// TODO(jiawei.shao@intel.com): Implement FramebufferTextureEXT entry point defined in OpenGL ES 3.1 extension GL_EXT_geometry_shader
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.framebuffer_* = SKIP
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.layered.* = SKIP
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_* = SKIP
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_* = SKIP
+
// D3D11 Failing Tests
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_compute_shared_memory_size_* = FAIL
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_compute_atomic_counter_buffers_* = FAIL
@@ -1253,10 +1259,6 @@
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program.program_separable_get_programiv = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program_pipeline.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.synchronization.* = FAIL
-1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_linked_vertices_out = FAIL
-1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_linked_input_type = FAIL
-1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_linked_output_type = FAIL
-1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_shader_invocations = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.separate_shader.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.uniform_location.nested_array.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.error_filters.case_11 = FAIL
@@ -1264,12 +1266,10 @@
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.buffer.bind_buffer_range = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader = SKIP
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader_directive.primitive_bounding_box = FAIL
-1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader_directive.geometry_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader_directive.tessellation_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.buffer.bind_buffer_range = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader = SKIP
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader_directive.primitive_bounding_box = FAIL
-1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader_directive.geometry_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader_directive.tessellation_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.buffer.bind_buffer_range = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.buffer.read_pixels_format_mismatch = FAIL
@@ -1296,9 +1296,442 @@
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.draw_range_elements = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.draw_range_elements_incomplete_primitive = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.primitive_bounding_box = FAIL
-1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.geometry_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.tessellation_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.object_labels.program_pipeline = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.program_interface_query.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.layout_binding.image.image2d.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.layout_binding.image.image3d.* = FAIL
+
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.int_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.int_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.int_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.int_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.float_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.float_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.float_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.intbitstofloat.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.intbitstofloat.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.intbitstofloat.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.uintbitstofloat.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.uintbitstofloat.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.uintbitstofloat.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm4x8_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm4x8_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm4x8_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpacksnorm4x8_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm4x8_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm4x8_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm4x8_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpackunorm4x8_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm2x16_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm2x16_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm2x16_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpacksnorm2x16_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm2x16_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm2x16_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm2x16_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpackunorm2x16_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packhalf2x16_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpackhalf2x16_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uint_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uint_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uint_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uint_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.umulextended.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.umulextended.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.umulextended.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.umulextended.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.imulextended.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.imulextended.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.imulextended.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.imulextended.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.int_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.int_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uint_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uint_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.int_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.int_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uint_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uint_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.int_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.int_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uint_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uint_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.int_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.int_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uint_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uint_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.int_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.int_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uint_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uint_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.int_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.int_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.int_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uint_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uint_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uint_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec2_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec2_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec2_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec3_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec3_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec3_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec4_lowp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec4_mediump_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec4_highp_geometry = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_constants.geometry_shader.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.linkage.geometry.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program.geometry_shader_state_get_programiv = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader_directive.geometry_shader = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader_directive.geometry_shader = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.geometry_shader = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.basic.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.input.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.conversion.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.emit.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.varying.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.geometry_* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.invocation_output_* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.draw_* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.vertex_transform_feedback.* = FAIL
+1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.negative.* = FAIL
diff --git a/src/tests/gl_tests/GeometryShaderTest.cpp b/src/tests/gl_tests/GeometryShaderTest.cpp
new file mode 100644
index 0000000..62bf205
--- /dev/null
+++ b/src/tests/gl_tests/GeometryShaderTest.cpp
@@ -0,0 +1,74 @@
+//
+// Copyright 2017 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// GeometryShaderTest.cpp : Tests of the implementation of geometry shader
+
+#include "test_utils/ANGLETest.h"
+
+using namespace angle;
+
+namespace
+{
+
+class GeometryShaderTest : public ANGLETest
+{
+};
+
+class GeometryShaderTestES3 : public ANGLETest
+{
+};
+
+// Verify that Geometry Shader cannot be created in an OpenGL ES 3.0 context.
+TEST_P(GeometryShaderTestES3, CreateGeometryShaderInES3)
+{
+ EXPECT_TRUE(!extensionEnabled("GL_EXT_geometry_shader"));
+ GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_EXT);
+ EXPECT_EQ(0u, geometryShader);
+ EXPECT_GL_ERROR(GL_INVALID_ENUM);
+}
+
+// Verify that Geometry Shader can be created and attached to a program.
+TEST_P(GeometryShaderTest, CreateAndAttachGeometryShader)
+{
+ ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
+
+ const std::string &geometryShaderSource =
+ R"(#version 310 es
+ #extension GL_EXT_geometry_shader : require
+ layout (invocations = 3, triangles) in;
+ layout (triangle_strip, max_vertices = 3) out;
+ in vec4 texcoord[];
+ out vec4 o_texcoord;
+ void main()
+ {
+ int n;
+ for (n = 0; n < gl_in.length(); n++)
+ {
+ gl_Position = gl_in[n].gl_Position;
+ gl_Layer = gl_InvocationID;
+ o_texcoord = texcoord[n];
+ EmitVertex();
+ }
+ EndPrimitive();
+ })";
+
+ GLuint geometryShader = CompileShader(GL_GEOMETRY_SHADER_EXT, geometryShaderSource);
+
+ EXPECT_NE(0u, geometryShader);
+
+ GLuint programID = glCreateProgram();
+ glAttachShader(programID, geometryShader);
+
+ glDetachShader(programID, geometryShader);
+ glDeleteShader(geometryShader);
+ glDeleteProgram(programID);
+
+ EXPECT_GL_NO_ERROR();
+}
+
+ANGLE_INSTANTIATE_TEST(GeometryShaderTestES3, ES3_OPENGL(), ES3_OPENGLES(), ES3_D3D11());
+ANGLE_INSTANTIATE_TEST(GeometryShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());
+}