KHR-GL30.texture_repeat_mode.depth24_stencil8_11x131_2_mirrored_repeat
KHR-GL30.shaders30.declarations.declarations.redeclare_gl_FragColor
KHR-GL30.shaders30.declarations.declarations.redeclare_gl_FragData
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+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat3x2_mat3x2_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat3x2_mat3x2_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat3x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat3x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat3x4_mat3x4_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat3x4_mat3x4_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4_mat4_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4_mat4_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4x2_mat4x2_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4x2_mat4x2_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4x3_mat4x3_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_mat4x3_mat4x3_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2x3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2x3_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2x4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat2x4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3x2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3x2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3x4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat3x4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4x2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4x2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4x3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec2_from_bool_mat4x3_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2_mat2_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2_mat2_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2x3_mat2x3_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2x3_mat2x3_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2x4_mat2x4_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat2x4_mat2x4_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3_mat3_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3_mat3_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3x2_mat3x2_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3x2_mat3x2_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3x4_mat3x4_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat3x4_mat3x4_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4_mat4_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4_mat4_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4x2_mat4x2_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4x2_mat4x2_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4x3_mat4x3_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_mat4x3_mat4x3_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2x3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2x3_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2x4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat2x4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3x2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3x2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3x4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat3x4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4x2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4x2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4x3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec3_from_bool_mat4x3_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2_mat2_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2_mat2_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2x3_mat2x3_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2x3_mat2x3_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2x4_mat2x4_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat2x4_mat2x4_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3_mat3_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3_mat3_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3x2_mat3x2_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3x2_mat3x2_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3x4_mat3x4_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat3x4_mat3x4_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4_mat4_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4_mat4_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4x2_mat4x2_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4x2_mat4x2_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4x3_mat4x3_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_mat4x3_mat4x3_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2x3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2x3_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2x4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat2x4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3x2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3x2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3x4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3x4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3x4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat3x4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4x2_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4x2_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4x2_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4x2_bool_invalid_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4x3_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4x3_fs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4x3_bool_invalid_vs
+KHR-GLES3.shaders.glsl_constructors.bvec4_from_bool_mat4x3_bool_invalid_fs
KHR-GLES3.shaders.shader_integer_mix.define
KHR-GLES3.shaders.shader_integer_mix.prototypes-extension
KHR-GLES3.shaders.shader_integer_mix.prototypes
glcLimitTest.inl
glcLimitTest.hpp
glcWaiver.hpp
+ glcGLSLVectorConstructorTests.cpp
+ glcGLSLVectorConstructorTests.hpp
)
set(GLCTS_COMMON_LIBS
--- /dev/null
+/*-------------------------------------------------------------------------
+ * OpenGL Conformance Test Suite
+ * -----------------------------
+ *
+ * Copyright (c) 2016 Google Inc.
+ * Copyright (c) 2016 The Khronos Group Inc.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */ /*!
+ * \file
+ * \brief GLSL vector constructor tests.
+ */ /*-------------------------------------------------------------------*/
+#include "glcGLSLVectorConstructorTests.hpp"
+
+#include "gluDefs.hpp"
+#include "gluTextureUtil.hpp"
+#include "gluDrawUtil.hpp"
+#include "gluShaderProgram.hpp"
+
+#include "glwDefs.hpp"
+#include "glwFunctions.hpp"
+#include "glwEnums.hpp"
+
+#include "tcuTestLog.hpp"
+#include "tcuRenderTarget.hpp"
+#include "tcuStringTemplate.hpp"
+
+#include <functional>
+#include <map>
+#include <vector>
+#include <sstream>
+#include <string>
+#include <tuple>
+
+namespace deqp
+{
+
+namespace
+{
+using std::string;
+
+using std::map;
+using std::vector;
+
+using std::function;
+using std::bind;
+using namespace std::placeholders;
+
+using std::ostringstream;
+
+enum struct TestType
+{
+ VERTEX_SHADER_ERROR = 0,
+ FRAGMENT_SHADER_ERROR,
+ VERTEX_SHADER,
+ FRAGMENT_SHADER
+};
+
+struct TestDefinition
+{
+ vector<string> outputTypes;
+ vector<vector<string>> inputTypeLists;
+ string extraFields;
+};
+
+const TestDefinition tests[] =
+{
+ {
+ { "vec2", "vec3", "vec4" }, // vector<string> outputTypes
+ { // vector<vector<string>> inputTypeLists
+ { "mat2" },
+ { "mat2x3" },
+ { "mat2x4" },
+ { "mat3" },
+ { "mat3x2" },
+ { "mat3x4" },
+ { "mat4" },
+ { "mat4x2" },
+ { "mat4x3" },
+ { "float", "mat2" },
+ { "float", "mat2x3" },
+ { "float", "mat2x4" },
+ { "float", "mat3" },
+ { "float", "mat3x2" },
+ { "float", "mat3x4" },
+ { "float", "mat4" },
+ { "float", "mat4x2" },
+ { "float", "mat4x3" },
+ },
+ "const float errorBound = 1.0E-5;\n" // deUint32 extraFields;
+ },
+ {
+ { "ivec2", "ivec3", "ivec4" }, // vector<string> outputTypes
+ { // vector<vector<string>> inputTypeLists
+ { "mat2" },
+ { "mat2x3" },
+ { "mat2x4" },
+ { "mat3" },
+ { "mat3x2" },
+ { "mat3x4" },
+ { "mat4" },
+ { "mat4x2" },
+ { "mat4x3" },
+ { "int", "mat2" },
+ { "int", "mat2x3" },
+ { "int", "mat2x4" },
+ { "int", "mat3" },
+ { "int", "mat3x2" },
+ { "int", "mat3x4" },
+ { "int", "mat4" },
+ { "int", "mat4x2" },
+ { "int", "mat4x3" },
+ },
+ "" // deUint32 extraFields;
+ },
+ {
+ { "bvec2", "bvec3", "bvec4" }, // vector<string> outputTypes
+ { // vector<vector<string>> inputTypeLists
+ { "mat2" },
+ { "mat2x3" },
+ { "mat2x4" },
+ { "mat3" },
+ { "mat3x2" },
+ { "mat3x4" },
+ { "mat4" },
+ { "mat4x2" },
+ { "mat4x3" },
+ { "bool", "mat2" },
+ { "bool", "mat2x3" },
+ { "bool", "mat2x4" },
+ { "bool", "mat3" },
+ { "bool", "mat3x2" },
+ { "bool", "mat3x4" },
+ { "bool", "mat4" },
+ { "bool", "mat4x2" },
+ { "bool", "mat4x3" },
+ },
+ "" // deUint32 extraFields;
+ },
+};
+
+struct TestParams
+{
+ string name;
+ string description;
+ TestType testType;
+ string outputType;
+ vector<string> inputTypes;
+ string extraFields;
+};
+
+vector<TestParams> generateTestParams()
+{
+ vector<TestParams> result;
+ result.reserve(64);
+ for(const auto& test : tests)
+ {
+ for(const auto& outputType : test.outputTypes)
+ {
+ for(const auto& inputTypes : test.inputTypeLists)
+ {
+ ostringstream testNameVs, testNameFs;
+ ostringstream testDescriptionVs, testDescriptionFs;
+ testNameVs << outputType << "_from";
+ testNameFs << outputType << "_from";
+ testDescriptionVs << outputType << "(";
+ testDescriptionFs << outputType << "(";
+ for(vector<string>::size_type i = 0; i < inputTypes.size(); ++i)
+ {
+ const auto& inputType = inputTypes[i];
+ testNameVs << "_" << inputType;
+ testNameFs << "_" << inputType;
+ if (i > 0) {
+ testDescriptionVs << ",";
+ testDescriptionFs << ",";
+ }
+ testDescriptionVs << inputType;
+ }
+ ostringstream testNameInvalidVs, testNameInvalidFs;
+ testNameInvalidVs << testNameVs.str() << "_" << inputTypes[0] << "_invalid_vs";
+ testNameInvalidFs << testNameFs.str() << "_" << inputTypes[0] << "_invalid_fs";
+
+ testNameVs << "_vs";
+ testNameFs << "_fs";
+ testDescriptionVs << ") vertex shader";
+ testDescriptionFs << ") fragment shader";
+ result.push_back({ testNameVs.str(), testDescriptionVs.str(), TestType::VERTEX_SHADER, outputType, inputTypes, test.extraFields });
+ result.push_back({ testNameFs.str(), testDescriptionFs.str(), TestType::FRAGMENT_SHADER, outputType, inputTypes, test.extraFields });
+
+ vector<string> failInputTypes;
+ failInputTypes.insert(failInputTypes.end(), inputTypes.begin(), inputTypes.end());
+ failInputTypes.push_back(inputTypes[0]);
+ testDescriptionVs << " invalid";
+ testDescriptionFs << " invalid";
+ result.push_back({ testNameInvalidVs.str(), testDescriptionVs.str(), TestType::VERTEX_SHADER_ERROR, outputType, failInputTypes, test.extraFields });
+ result.push_back({ testNameInvalidFs.str(), testDescriptionFs.str(), TestType::FRAGMENT_SHADER_ERROR, outputType, failInputTypes, test.extraFields });
+
+ }
+ }
+ }
+ return result;
+}
+
+const string defaultVertexShader =
+ "${GLSL_VERSION}\n"
+ "in vec4 vPosition;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = vPosition;\n"
+ "}\n";
+
+const string defaultFragmentShader =
+ "${GLSL_VERSION}\n"
+ "precision mediump float;\n"
+ "in vec4 vColor;\n"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " my_FragColor = vColor;\n"
+ "}\n";
+
+const string vertexShaderTemplate =
+ "${GLSL_VERSION}\n"
+ "in vec4 vPosition;\n"
+ "precision mediump int;\n"
+ "precision mediump float;\n"
+ "const vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ "const vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ "${TEST_CONSTANTS}"
+ "out vec4 vColor;\n"
+ "void main() {\n"
+ " ${TEST_CODE}\n"
+ " if ${TEST_CONDITION}\n"
+ " vColor = green;\n"
+ " else\n"
+ " vColor = red;\n"
+ " gl_Position = vPosition;\n"
+ "}\n";
+
+const string fragmentShaderTemplate =
+ "${GLSL_VERSION}\n"
+ "precision mediump int;\n"
+ "precision mediump float;\n"
+ "const vec4 green = vec4(0.0, 1.0, 0.0, 1.0);\n"
+ "const vec4 red = vec4(1.0, 0.0, 0.0, 1.0);\n"
+ "${TEST_CONSTANTS}"
+ "out vec4 my_FragColor;\n"
+ "void main() {\n"
+ " ${TEST_CODE}\n"
+ " if ${TEST_CONDITION}\n"
+ " my_FragColor = green;\n"
+ " else\n"
+ " my_FragColor = red;\n"
+ "}\n";
+
+const map<string, string> testConditions =
+{
+ { "vec2" , "(abs(v[0] - 0.0) <= errorBound && abs(v[1] - 1.0) <= errorBound)" },
+ { "vec3" , "(abs(v[0] - 0.0) <= errorBound && abs(v[1] - 1.0) <= errorBound && abs(v[2] - 2.0) <= errorBound)" },
+ { "vec4" , "(abs(v[0] - 0.0) <= errorBound && abs(v[1] - 1.0) <= errorBound && abs(v[2] - 2.0) <= errorBound && abs(v[3] - 3.0) <= errorBound)" },
+ { "ivec2" , "(v[0] == 0 && v[1] == 1)" },
+ { "ivec3" , "(v[0] == 0 && v[1] == 1 && v[2] == 2)" },
+ { "ivec4" , "(v[0] == 0 && v[1] == 1 && v[2] == 2 && v[3] == 3)" },
+ { "bvec2" , "(v[0] == false && v[1] == true)" },
+ { "bvec3" , "(v[0] == false && v[1] == true && v[2] == true)" },
+ { "bvec4" , "(v[0] == false && v[1] == true && v[2] == true && v[3] == true)" }
+};
+
+typedef function<void (ostringstream&, size_t)> GeneratorFn;
+
+struct DataTypeInfo
+{
+ size_t numElements;
+ GeneratorFn valueFn;
+ GeneratorFn beforeValueFn;
+ GeneratorFn afterValueFn;
+};
+
+void generateValueFloat(ostringstream& out, const size_t index)
+{
+ out << index << ".0";
+}
+
+void generateValueInt(ostringstream& out, const size_t index)
+{
+ out << index;
+}
+
+void generateValueBool(ostringstream& out, const size_t index)
+{
+ out << ((index != 0) ? "true" : "false");
+}
+
+void generateCtorOpen(const char* className, ostringstream& out, const size_t)
+{
+ out << className << "(";
+}
+
+void generateCtorClose(ostringstream &out, const size_t)
+{
+ out << ")";
+}
+
+const map<string, DataTypeInfo> dataTypeInfos =
+{
+ // numElements , valueFn , beforeValueFn , afterValueFn
+ { "float" , { 1 , generateValueFloat, DE_NULL , DE_NULL } },
+ { "vec2" , { 2 , generateValueFloat, bind(generateCtorOpen, "vec2", _1, _2) , generateCtorClose } },
+ { "vec3" , { 3 , generateValueFloat, bind(generateCtorOpen, "vec3", _1, _2) , generateCtorClose } },
+ { "vec4" , { 4 , generateValueFloat, bind(generateCtorOpen, "vec4", _1, _2) , generateCtorClose } },
+ { "int" , { 1 , generateValueInt , DE_NULL , DE_NULL } },
+ { "ivec2" , { 2 , generateValueInt , bind(generateCtorOpen, "ivec2", _1, _2) , generateCtorClose } },
+ { "ivec3" , { 3 , generateValueInt , bind(generateCtorOpen, "ivec3", _1, _2) , generateCtorClose } },
+ { "ivec4" , { 4 , generateValueInt , bind(generateCtorOpen, "ivec4", _1, _2) , generateCtorClose } },
+ { "bool" , { 1 , generateValueBool , DE_NULL , DE_NULL } },
+ { "bvec2" , { 2 , generateValueBool , bind(generateCtorOpen, "bvec2", _1, _2) , generateCtorClose } },
+ { "bvec3" , { 3 , generateValueBool , bind(generateCtorOpen, "bvec3", _1, _2) , generateCtorClose } },
+ { "bvec4" , { 4 , generateValueBool , bind(generateCtorOpen, "bvec4", _1, _2) , generateCtorClose } },
+ { "mat2" , { 4 , generateValueFloat, bind(generateCtorOpen, "mat2", _1, _2) , generateCtorClose } },
+ { "mat2x3" , { 6 , generateValueFloat, bind(generateCtorOpen, "mat2x3", _1, _2) , generateCtorClose } },
+ { "mat2x4" , { 8 , generateValueFloat, bind(generateCtorOpen, "mat2x4", _1, _2) , generateCtorClose } },
+ { "mat3" , { 9 , generateValueFloat, bind(generateCtorOpen, "mat3", _1, _2) , generateCtorClose } },
+ { "mat3x2" , { 6 , generateValueFloat, bind(generateCtorOpen, "mat3x2", _1, _2) , generateCtorClose } },
+ { "mat3x4" , { 12 , generateValueFloat, bind(generateCtorOpen, "mat3x4", _1, _2) , generateCtorClose } },
+ { "mat4" , { 16 , generateValueFloat, bind(generateCtorOpen, "mat4", _1, _2) , generateCtorClose } },
+ { "mat4x2" , { 8 , generateValueFloat, bind(generateCtorOpen, "mat4x2", _1, _2) , generateCtorClose } },
+ { "mat4x3" , { 12 , generateValueFloat, bind(generateCtorOpen, "mat4x3", _1, _2) , generateCtorClose } },
+};
+
+string generateTestCode(const string& outputType, const vector<string>& inputTypes)
+{
+ ostringstream output;
+ const auto outputTypeInfo = dataTypeInfos.find(outputType);
+ DE_ASSERT(outputTypeInfo != dataTypeInfos.end());
+
+ output << outputType << " v = ";
+ if (outputTypeInfo->second.beforeValueFn != DE_NULL)
+ outputTypeInfo->second.beforeValueFn(output, -1);
+ int outputElementsRemaining = outputTypeInfo->second.numElements;
+ int outputElementIndex = 0;
+ for(size_t i = 0; i < inputTypes.size() && outputElementsRemaining > 0; ++i)
+ {
+ const auto& inputType = inputTypes[i];
+ const auto inputTypeInfo = dataTypeInfos.find(inputType);
+ DE_ASSERT(inputTypeInfo != dataTypeInfos.end());
+
+ if (outputElementIndex > 0)
+ output << ", ";
+ if (inputTypeInfo->second.beforeValueFn != DE_NULL)
+ inputTypeInfo->second.beforeValueFn(output, i);
+ for(size_t j = 0; j < inputTypeInfo->second.numElements; ++j)
+ {
+ if (j > 0)
+ output << ", ";
+
+ inputTypeInfo->second.valueFn(output, outputElementIndex++);
+ --outputElementsRemaining;
+ }
+ if (inputTypeInfo->second.afterValueFn != DE_NULL)
+ inputTypeInfo->second.afterValueFn(output, i);
+ }
+ if (outputTypeInfo->second.afterValueFn != DE_NULL)
+ outputTypeInfo->second.afterValueFn(output, -1);
+ output << ";";
+ return output.str();
+}
+
+string replacePlaceholders(const string& shaderTemplate, const TestParams& params, const glu::GLSLVersion glslVersion)
+{
+ const auto condition = testConditions.find(params.outputType);
+ return tcu::StringTemplate(shaderTemplate).specialize(
+ {
+ { "GLSL_VERSION" , glu::getGLSLVersionDeclaration(glslVersion) },
+ { "TEST_CONSTANTS" , params.extraFields },
+ { "TEST_CODE" , generateTestCode(params.outputType, params.inputTypes) },
+ { "TEST_CONDITION" , (condition != testConditions.end()) ? condition->second : "" }
+ });
+}
+
+const vector<float> positions =
+{
+ -1.0f, -1.0f,
+ 1.0f, -1.0f,
+ -1.0f, 1.0f,
+ 1.0f, 1.0f
+};
+
+const vector<deUint32> indices = { 0, 1, 2, 3 };
+
+const int RENDERTARGET_WIDTH = 16;
+const int RENDERTARGET_HEIGHT = 16;
+
+class GLSLVectorConstructorTestCase : public deqp::TestCase
+{
+public:
+ GLSLVectorConstructorTestCase(deqp::Context& context, glu::GLSLVersion glslVersion, const TestParams& params);
+
+ void init(void);
+ void deinit(void);
+ IterateResult iterate();
+
+private:
+ void setupRenderTarget();
+ void releaseRenderTarget();
+
+ const glu::GLSLVersion m_glslVersion;
+ const TestParams m_params;
+ glw::GLuint m_fboId;
+ glw::GLuint m_rboId;
+
+ string m_vertexShader;
+ string m_fragmentShader;
+};
+
+GLSLVectorConstructorTestCase::GLSLVectorConstructorTestCase(deqp::Context& context, glu::GLSLVersion glslVersion, const TestParams& params)
+ : TestCase(context, params.name.c_str(), params.description.c_str())
+ , m_glslVersion(glslVersion)
+ , m_params(params)
+{
+ switch(m_params.testType)
+ {
+ case TestType::VERTEX_SHADER_ERROR:
+ case TestType::VERTEX_SHADER:
+ m_vertexShader = replacePlaceholders(vertexShaderTemplate, m_params, m_glslVersion);
+ m_fragmentShader = replacePlaceholders(defaultFragmentShader, m_params, m_glslVersion);
+ break;
+ case TestType::FRAGMENT_SHADER_ERROR:
+ case TestType::FRAGMENT_SHADER:
+ m_vertexShader = replacePlaceholders(defaultVertexShader, m_params, m_glslVersion);
+ m_fragmentShader = replacePlaceholders(fragmentShaderTemplate, m_params, m_glslVersion);
+ break;
+ }
+}
+
+void GLSLVectorConstructorTestCase::init(void)
+{
+ deqp::TestCase::init();
+}
+
+void GLSLVectorConstructorTestCase::deinit(void)
+{
+ deqp::TestCase::deinit();
+}
+
+GLSLVectorConstructorTestCase::IterateResult GLSLVectorConstructorTestCase::iterate()
+{
+ const auto& renderContext = m_context.getRenderContext();
+ const auto& gl = renderContext.getFunctions();
+ const auto textureFormat = tcu::TextureFormat(tcu::TextureFormat::RGBA, tcu::TextureFormat::UNORM_INT8);
+ const auto transferFormat = glu::getTransferFormat(textureFormat);
+
+ setupRenderTarget();
+
+ glu::ShaderProgram program(renderContext, glu::makeVtxFragSources(m_vertexShader, m_fragmentShader));
+ if (!program.isOk())
+ {
+ switch(m_params.testType)
+ {
+ case TestType::VERTEX_SHADER_ERROR:
+ case TestType::FRAGMENT_SHADER_ERROR:
+ m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
+ return STOP;
+ default:
+ TCU_FAIL("Shader compilation failed:\nVertex shader:\n" + m_vertexShader + "\nFragment shader:\n" + m_fragmentShader);
+ break;
+ }
+ }
+
+ const vector<glu::VertexArrayBinding> vertexArrays =
+ {
+ glu::va::Float("vPosition", 2, positions.size(), 0, positions.data()),
+ };
+
+ gl.useProgram(program.getProgram());
+ GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram failed");
+
+ gl.clear(GL_COLOR_BUFFER_BIT);
+
+ glu::draw(renderContext, program.getProgram(),
+ static_cast<int>(vertexArrays.size()), vertexArrays.data(),
+ glu::pr::TriangleStrip(static_cast<int>(indices.size()), indices.data()));
+
+ const auto pixelSize = tcu::getPixelSize(textureFormat);
+ vector<deUint8> fbData (RENDERTARGET_WIDTH * RENDERTARGET_HEIGHT * pixelSize);
+
+ if (pixelSize < 4)
+ gl.pixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ gl.readPixels(0, 0, RENDERTARGET_WIDTH, RENDERTARGET_HEIGHT, transferFormat.format, transferFormat.dataType, fbData.data());
+ GLU_EXPECT_NO_ERROR(gl.getError(), "glReadPixels");
+
+ tcu::ConstPixelBufferAccess fbAccess { textureFormat, RENDERTARGET_WIDTH, RENDERTARGET_HEIGHT, 1, fbData.data() };
+ const auto expectedColor = tcu::RGBA::green().toVec();
+ bool pass = true;
+ for(int y = 0; pass && y < RENDERTARGET_HEIGHT; ++y)
+ for(int x = 0; x < RENDERTARGET_WIDTH; ++x)
+ if (fbAccess.getPixel(x,y) != expectedColor)
+ {
+ pass = false;
+ break;
+ }
+
+ releaseRenderTarget();
+
+ const qpTestResult result = (pass ? QP_TEST_RESULT_PASS : QP_TEST_RESULT_FAIL);
+ const char* desc = (pass ? "Pass" : "Pixel mismatch; vector initialization failed");
+
+ m_testCtx.setTestResult(result, desc);
+
+ return STOP;
+}
+
+void GLSLVectorConstructorTestCase::setupRenderTarget()
+{
+ const auto& renderContext = m_context.getRenderContext();
+ const auto& gl = renderContext.getFunctions();
+
+ gl.genFramebuffers(1, &m_fboId);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "GenFramebuffers");
+
+ gl.genRenderbuffers(1, &m_rboId);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "GenRenderBuffers");
+
+ gl.bindRenderbuffer(GL_RENDERBUFFER, m_rboId);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "BindRenderBuffer");
+
+ gl.renderbufferStorage(GL_RENDERBUFFER, GL_RGBA8, RENDERTARGET_WIDTH, RENDERTARGET_HEIGHT);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "RenderBufferStorage");
+
+ gl.bindFramebuffer(GL_FRAMEBUFFER, m_fboId);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "BindFrameBuffer");
+
+ gl.framebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, m_rboId);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "FrameBufferRenderBuffer");
+
+ glw::GLenum drawBuffer = GL_COLOR_ATTACHMENT0;
+ gl.drawBuffers(1, &drawBuffer);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "DrawBuffers");
+
+ glw::GLfloat clearColor[4] = { 0, 0, 0, 0 };
+ gl.clearBufferfv(GL_COLOR, 0, clearColor);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "ClearBuffers");
+
+ gl.viewport(0, 0, RENDERTARGET_WIDTH, RENDERTARGET_HEIGHT);
+ GLU_EXPECT_NO_ERROR(gl.getError(), "Viewport");
+}
+
+void GLSLVectorConstructorTestCase::releaseRenderTarget()
+{
+ const auto& renderContext = m_context.getRenderContext();
+ const auto& gl = renderContext.getFunctions();
+ if (m_fboId != 0)
+ {
+ gl.deleteFramebuffers(1, &m_fboId);
+ m_fboId = 0;
+ }
+ if (m_rboId != 0)
+ {
+ gl.deleteRenderbuffers(1, &m_rboId);
+ m_rboId = 0;
+ }
+}
+
+}
+
+GLSLVectorConstructorTests::GLSLVectorConstructorTests(Context& context, glu::GLSLVersion glslVersion)
+ : deqp::TestCaseGroup(context, "glsl_constructors", "GLSL vector constructor tests")
+ , m_glslVersion(glslVersion)
+{
+}
+
+GLSLVectorConstructorTests::~GLSLVectorConstructorTests()
+{
+}
+
+void GLSLVectorConstructorTests::init()
+{
+ for(const auto& params : generateTestParams())
+ addChild(new GLSLVectorConstructorTestCase(m_context, m_glslVersion, params));
+}
+
+} // deqp
--- /dev/null
+#ifndef _GLCGLSLVECTORCONSTRUCTORTESTS_HPP
+#define _GLCGLSLVECTORCONSTRUCTORTESTS_HPP
+
+/*-------------------------------------------------------------------------
+* OpenGL Conformance Test Suite
+* -----------------------------
+*
+* Copyright (c) 2020 Google Inc.
+* Copyright (c) 2020 The Khronos Group Inc.
+*
+* Licensed under the Apache License, Version 2.0 (the "License");
+* you may not use this file except in compliance with the License.
+* You may obtain a copy of the License at
+*
+* http://www.apache.org/licenses/LICENSE-2.0
+*
+* Unless required by applicable law or agreed to in writing, software
+* distributed under the License is distributed on an "AS IS" BASIS,
+* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+* See the License for the specific language governing permissions and
+* limitations under the License.
+*
+*/ /*!
+* \file glcGLSLVectorConstructorTests.hpp
+* \brief Tests for GLSL vector type constructors
+*/ /*-------------------------------------------------------------------*/
+
+#include "glcTestCase.hpp"
+#include "gluShaderUtil.hpp"
+#include "tcuDefs.hpp"
+
+namespace deqp
+{
+
+class GLSLVectorConstructorTests : public TestCaseGroup
+{
+public:
+ GLSLVectorConstructorTests(Context& context, glu::GLSLVersion glslVersion);
+ ~GLSLVectorConstructorTests();
+
+ void init();
+
+private:
+ GLSLVectorConstructorTests(const GLSLVectorConstructorTests& other) = delete;
+ GLSLVectorConstructorTests& operator=(const GLSLVectorConstructorTests& other) = delete;
+
+ glu::GLSLVersion m_glslVersion;
+};
+
+} // deqp
+
+#endif // _GLCGLSLVECTORCONSTRUCTORTESTS_HPP
#include "glcTextureRepeatModeTests.hpp"
#include "glcUniformBlockTests.hpp"
#include "glcNearestEdgeTests.hpp"
+#include "glcGLSLVectorConstructorTests.hpp"
#include "gluStateReset.hpp"
#include "tcuTestLog.hpp"
#include "tcuWaiverUtil.hpp"
void init(void)
{
addChild(new deqp::ShaderLibraryGroup(m_context, "declarations", "Declaration Tests", "gl30/declarations.test"));
+ addChild(new deqp::GLSLVectorConstructorTests(m_context, glu::GLSL_VERSION_330));
}
};
#include "glcAggressiveShaderOptimizationsTests.hpp"
#include "glcExposedExtensionsTests.hpp"
#include "glcFragDepthTests.hpp"
+#include "glcGLSLVectorConstructorTests.hpp"
#include "glcInfoTests.hpp"
#include "glcInternalformatTests.hpp"
#include "glcPackedDepthStencilTests.hpp"
addChild(new deqp::ShaderStructTests(m_context, glu::GLSL_VERSION_300_ES));
addChild(new deqp::ShaderSwitchTests(m_context, glu::GLSL_VERSION_300_ES));
addChild(new deqp::UniformBlockTests(m_context, glu::GLSL_VERSION_300_ES));
+ addChild(new deqp::GLSLVectorConstructorTests(m_context, glu::GLSL_VERSION_300_ES));
addChild(new deqp::ShaderIntegerMixTests(m_context, glu::GLSL_VERSION_300_ES));
addChild(new deqp::ShaderNegativeTests(m_context, glu::GLSL_VERSION_300_ES));
addChild(new glcts::AggressiveShaderOptimizationsTests(m_context));