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//
// 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());
}