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https://gitee.com/openharmony/third_party_vulkan-loader
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render_test: Turn all tests back on, easier to debug with just one
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@ -811,133 +811,133 @@ void XglRenderTest::DrawTriangleWithVertexFetch(const char *vertShaderText, cons
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}
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//TEST_F(XglRenderTest, TestDrawTriangle1)
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//{
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// static const char *vertShaderText =
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// "#version 130\n"
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// "vec2 vertices[3];\n"
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// "void main() {\n"
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// " vertices[0] = vec2(-1.0, -1.0);\n"
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// " vertices[1] = vec2( 1.0, -1.0);\n"
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// " vertices[2] = vec2( 0.0, 1.0);\n"
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// " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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// "}\n";
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TEST_F(XglRenderTest, TestDrawTriangle1)
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{
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static const char *vertShaderText =
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"#version 130\n"
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"vec2 vertices[3];\n"
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"void main() {\n"
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" vertices[0] = vec2(-1.0, -1.0);\n"
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" vertices[1] = vec2( 1.0, -1.0);\n"
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" vertices[2] = vec2( 0.0, 1.0);\n"
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" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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"}\n";
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// static const char *fragShaderText =
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// "#version 130\n"
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// "uniform vec4 foo;\n"
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// "void main() {\n"
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// " gl_FragColor = foo;\n"
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// "}\n";
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// DrawTriangleTest(vertShaderText, fragShaderText);
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//}
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static const char *fragShaderText =
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"#version 130\n"
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"uniform vec4 foo;\n"
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"void main() {\n"
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" gl_FragColor = foo;\n"
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"}\n";
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DrawTriangleTest(vertShaderText, fragShaderText);
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}
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//TEST_F(XglRenderTest, TestDrawTriangle2)
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//{
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TEST_F(XglRenderTest, TestDrawTriangle2)
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{
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// static const char *vertShaderText =
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// "#version 130\n"
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// "out vec4 color;\n"
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// "out vec4 scale;\n"
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// "vec2 vertices[3];\n"
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// "void main() {\n"
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// "vec2 vertices[3];\n"
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// " vertices[0] = vec2(-0.5, -0.5);\n"
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// " vertices[1] = vec2( 0.5, -0.5);\n"
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// " vertices[2] = vec2( 0.5, 0.5);\n"
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// "vec4 colors[3];\n"
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// " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
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// " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
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// " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
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// " color = colors[gl_VertexID % 3];\n"
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// " scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
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// " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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// "}\n";
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static const char *vertShaderText =
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"#version 130\n"
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"out vec4 color;\n"
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"out vec4 scale;\n"
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"vec2 vertices[3];\n"
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"void main() {\n"
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"vec2 vertices[3];\n"
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" vertices[0] = vec2(-0.5, -0.5);\n"
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" vertices[1] = vec2( 0.5, -0.5);\n"
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" vertices[2] = vec2( 0.5, 0.5);\n"
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"vec4 colors[3];\n"
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" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
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" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
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" color = colors[gl_VertexID % 3];\n"
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" scale = vec4(1.0, 1.0, 1.0, 1.0);\n"
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" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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"}\n";
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// static const char *fragShaderText =
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// "#version 130\n"
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// "in vec4 color;\n"
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// "in vec4 scale;\n"
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// "uniform vec4 foo;\n"
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// "void main() {\n"
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// " gl_FragColor = color * scale + foo;\n"
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// "}\n";
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static const char *fragShaderText =
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"#version 130\n"
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"in vec4 color;\n"
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"in vec4 scale;\n"
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"uniform vec4 foo;\n"
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"void main() {\n"
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" gl_FragColor = color * scale + foo;\n"
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"}\n";
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// DrawTriangleTest(vertShaderText, fragShaderText);
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//}
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DrawTriangleTest(vertShaderText, fragShaderText);
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}
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//TEST_F(XglRenderTest, TestDrawTriangle3)
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//{
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// static const char *vertShaderText =
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// "#version 130\n"
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// "void main() {\n"
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// " vec2 vertices[3];"
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// " vertices[0] = vec2(-0.5, -0.5);\n"
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// " vertices[1] = vec2( 0.5, -0.5);\n"
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// " vertices[2] = vec2( 0.5, 0.5);\n"
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// " vec4 colors[3];\n"
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// " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
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// " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
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// " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
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// " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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// "}\n";
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TEST_F(XglRenderTest, TestDrawTriangle3)
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{
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static const char *vertShaderText =
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"#version 130\n"
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"void main() {\n"
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" vec2 vertices[3];"
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" vertices[0] = vec2(-0.5, -0.5);\n"
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" vertices[1] = vec2( 0.5, -0.5);\n"
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" vertices[2] = vec2( 0.5, 0.5);\n"
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" vec4 colors[3];\n"
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" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
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" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
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" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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"}\n";
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// static const char *fragShaderText =
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// "#version 130\n"
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// "void main() {\n"
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// " gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
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// "}\n";
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static const char *fragShaderText =
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"#version 130\n"
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"void main() {\n"
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" gl_FragColor = vec4(1.0, 1.0, 0.0, 1.0);\n"
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"}\n";
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// DrawTriangleTest(vertShaderText, fragShaderText);
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//}
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DrawTriangleTest(vertShaderText, fragShaderText);
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}
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//TEST_F(XglRenderTest, TestDrawRotatedTriangle) {
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// DrawRotatedTriangleTest();
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//}
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TEST_F(XglRenderTest, TestDrawRotatedTriangle) {
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DrawRotatedTriangleTest();
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}
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//TEST_F(XglRenderTest, TestDrawTriangleTwoFSUniforms)
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//{
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// static const char *vertShaderText =
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// "#version 130\n"
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// "out vec4 color;\n"
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// "out vec4 scale;\n"
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// "out vec2 samplePos;\n"
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// "void main() {\n"
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// " vec2 vertices[3];"
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// " vertices[0] = vec2(-0.5, -0.5);\n"
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// " vertices[1] = vec2( 0.5, -0.5);\n"
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// " vertices[2] = vec2( 0.5, 0.5);\n"
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// " vec4 colors[3];\n"
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// " colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
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// " colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
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// " colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
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// " color = colors[gl_VertexID % 3];\n"
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// " vec2 positions[3];"
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// " positions[0] = vec2( 0.0, 0.0);\n"
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// " positions[1] = vec2( 1.0, 0.0);\n"
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// " positions[2] = vec2( 1.0, 1.0);\n"
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// " scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
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// " gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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// "}\n";
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TEST_F(XglRenderTest, TestDrawTriangleTwoFSUniforms)
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{
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static const char *vertShaderText =
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"#version 130\n"
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"out vec4 color;\n"
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"out vec4 scale;\n"
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"out vec2 samplePos;\n"
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"void main() {\n"
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" vec2 vertices[3];"
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" vertices[0] = vec2(-0.5, -0.5);\n"
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" vertices[1] = vec2( 0.5, -0.5);\n"
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" vertices[2] = vec2( 0.5, 0.5);\n"
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" vec4 colors[3];\n"
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" colors[0] = vec4(1.0, 0.0, 0.0, 1.0);\n"
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" colors[1] = vec4(0.0, 1.0, 0.0, 1.0);\n"
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" colors[2] = vec4(0.0, 0.0, 1.0, 1.0);\n"
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" color = colors[gl_VertexID % 3];\n"
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" vec2 positions[3];"
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" positions[0] = vec2( 0.0, 0.0);\n"
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" positions[1] = vec2( 1.0, 0.0);\n"
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" positions[2] = vec2( 1.0, 1.0);\n"
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" scale = vec4(0.0, 0.0, 0.0, 0.0);\n"
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" gl_Position = vec4(vertices[gl_VertexID % 3], 0.0, 1.0);\n"
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"}\n";
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// static const char *fragShaderText =
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// "#version 430\n"
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// "in vec4 color;\n"
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// "in vec4 scale;\n"
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// "uniform vec4 foo;\n"
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// "uniform vec4 bar;\n"
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// "void main() {\n"
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// // by default, with no location or blocks
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// // the compiler will read them from buffer
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// // in reverse order of first use in shader
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// // The buffer contains red, followed by blue,
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// // so foo should be blue, bar should be red
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// " gl_FragColor = color * scale * foo * bar + foo;\n"
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// "}\n";
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static const char *fragShaderText =
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"#version 430\n"
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"in vec4 color;\n"
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"in vec4 scale;\n"
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"uniform vec4 foo;\n"
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"uniform vec4 bar;\n"
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"void main() {\n"
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// by default, with no location or blocks
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// the compiler will read them from buffer
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// in reverse order of first use in shader
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// The buffer contains red, followed by blue,
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// so foo should be blue, bar should be red
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" gl_FragColor = color * scale * foo * bar + foo;\n"
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"}\n";
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// DrawTriangleTwoUniformsFS(vertShaderText, fragShaderText);
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//}
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DrawTriangleTwoUniformsFS(vertShaderText, fragShaderText);
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}
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TEST_F(XglRenderTest, TestDrawTriangleWithVertexFetch)
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{
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