GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for fragment shader");
/* Create a fragment shader program */
- glw::GLint link_status = GL_FALSE;
- const glw::GLchar* varying_name = "BLOCK_INOUT.value";
+ glw::GLint link_status = GL_FALSE;
+ const glw::GLchar* varying_name = "BLOCK_INOUT.value";
+ const glw::GLchar* varying_array_name = "BLOCK_INOUT[0].value";
m_fs_program_id = createSeparableProgram(GL_FRAGMENT_SHADER, 1, /* n_strings */
&fs_body, 0, /* n_varyings */
GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for tessellation control shader");
/* Test creating a tessellation control shader program with feedback.
- * For Desktop, if GL_NV_gpu_shader5 is available this will succeed, and
- * so we'll use it for our testing.
- * For ES, and for Desktop implementations that don't have
- * GL_NV_gpu_shader5, this will fail, and so we will create a different
+ * For ES, this will fail, and so we will create a different
* program without the feedback varyings that we can use for our testing.
* (We can safely ignore the return value for the expected failure case.
* In the event that the failure case incorrectly succeeds,
*/
bool tc_feedback_valid;
- if (!glu::isContextTypeES(m_context.getRenderContext().getType()) && isExtensionSupported("GL_NV_gpu_shader5"))
+ if (!glu::isContextTypeES(m_context.getRenderContext().getType()))
{
tc_feedback_valid = true;
}
/* Create a tessellation control shader program */
m_tc_program_id = createSeparableProgram(m_glExtTokens.TESS_CONTROL_SHADER, 1, /* n_strings */
&tc_body, 1, /* n_varyings */
- &varying_name, /* varyings */
+ &varying_array_name, /* varyings */
tc_feedback_valid); /* should_succeed */
if (!tc_feedback_valid)