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>
This commit is contained in:
Olli Etuaho
2018-08-28 14:35:50 +03:00
committed by Commit Bot
parent 155bfd11e9
commit dff32a0da1
16 changed files with 357 additions and 95 deletions

View File

@@ -310,7 +310,7 @@ void main()
}
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
// pos.
// v_position.
const char *Passthrough()
{
return R"(precision highp float;
@@ -468,6 +468,20 @@ void main()
})";
}
// A shader that simply passes through attribute a_position, setting it to gl_Position and varying
// v_position.
const char *Passthrough()
{
return R"(#version 310 es
in vec4 a_position;
out vec4 v_position;
void main()
{
gl_Position = a_position;
v_position = a_position;
})";
}
} // namespace vs
namespace fs