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Support multisample arrays in shader programs
The added tests check that using textureSize() and texelFetch() on textures with a fixed point format return expected results. texelFetch is also covered for integer format textures. dEQP GLES 3.1 tests also cover a variety of multisampled array texture formats. BUG=angleproject:2775 TEST=angle_end2end_tests, angle_deqp_gles31_tests Change-Id: I99b422e24b39e3563ed72f0fb85c9c1907df807d Reviewed-on: https://chromium-review.googlesource.com/1196521 Commit-Queue: Olli Etuaho <oetuaho@nvidia.com> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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@@ -310,7 +310,7 @@ void main()
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}
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// pos.
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// v_position.
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const char *Passthrough()
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{
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return R"(precision highp float;
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@@ -468,6 +468,20 @@ void main()
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})";
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}
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// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
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// v_position.
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const char *Passthrough()
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{
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return R"(#version 310 es
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in vec4 a_position;
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out vec4 v_position;
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void main()
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{
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gl_Position = a_position;
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v_position = a_position;
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})";
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}
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} // namespace vs
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namespace fs
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