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C++ GLU_EXPECT_NO_ERROR函数代码示例

本文整理汇总了C++中GLU_EXPECT_NO_ERROR函数的典型用法代码示例。如果您正苦于以下问题:C++ GLU_EXPECT_NO_ERROR函数的具体用法?C++ GLU_EXPECT_NO_ERROR怎么用?C++ GLU_EXPECT_NO_ERROR使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了GLU_EXPECT_NO_ERROR函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: GLU_EXPECT_NO_ERROR

/** @brief Function prepares texture object with test's data.
 *
 *  @note The function may throw if unexpected error has occured.
 */
void TextureCubeMapArrayETC2Support::prepareTexture()
{
	/* Shortcut for GL functionality */
	const glw::Functions& gl = m_context.getRenderContext().getFunctions();

	gl.activeTexture(GL_TEXTURE0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glActiveTexture call failed.");

	/* Texture creation and binding. */
	gl.genTextures(1, &m_texture);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glGenTextures call failed.");

	const glw::GLuint target = GL_TEXTURE_CUBE_MAP_ARRAY;
	gl.bindTexture(target, m_texture);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture call failed.");

	/* Uploading texture. */
	gl.compressedTexImage3D(target, 0, GL_COMPRESSED_RGB8_ETC2, RENDER_WIDTH, RENDER_HEIGHT, 6, 0,
							s_compressed_RGB_texture_data_size, s_compressed_RGB_texture_data);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glCompressedTexImage3D call failed.");

	gl.texParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
	gl.texParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
	gl.texParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	gl.texParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glTexParameteri call failed.");
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:31,代码来源:esextcTextureCubeMapArrayETC2Support.cpp

示例2: GLU_EXPECT_NO_ERROR

/** Takes a texture ID, binds it to GL_TEXTURE_CUBE_MAP_ARRAY texture target and
 *  initializes an immutable texture storage of @param texture_size x @param texture_size
 *  x (@param n_elements * 6) resolution.
 *
 * @param texture_id                           ID to use for the initialization.
 * @param texture_size                         Width & height to use for each layer-face.
 * @param n_cubemaps                           Amount of cube-maps to initialize.
 * @param should_take_color_texture_properties true if m_color_internal_format, m_color_format,
 *                                             m_color_type should be used for texture storage
 *                                             initialization, false to use relevant m_depth_*
 *                                             fields.
 **/
void TextureCubeMapArrayColorDepthAttachmentsTest::prepareImmutableTextureObject(
	glw::GLuint texture_id, glw::GLuint texture_size, glw::GLuint n_cubemaps, bool should_take_color_texture_properties)
{
	const glw::Functions& gl			  = m_context.getRenderContext().getFunctions();
	glw::GLenum			  internal_format = GL_NONE;

	/* Set internal_format accordingly to requested texture type */
	if (true == should_take_color_texture_properties)
	{
		internal_format = m_color_internal_format;
	}
	else
	{
		internal_format = m_depth_internal_format;
	}

	/* Bind the texture object to GL_TEXTURE_CUBE_MAP_ARRAY texture target. */
	gl.bindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, texture_id);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glBindTexture() call failed.");

	/* Initialize immutable texture storage as per description */
	gl.texStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY, 1, /* n_mipmap_levels */
					internal_format, texture_size, texture_size, n_cubemaps * 6 /* layer-faces per cube-map */);

	GLU_EXPECT_NO_ERROR(gl.getError(), "glTexStorage3D() call failed.");
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:38,代码来源:esextcTextureCubeMapArrayColorDepthAttachments.cpp

示例3: GLU_EXPECT_NO_ERROR

/** Setup frame buffer:
 * 1 allocate texture storage for specified format and dimensions,
 * 2 bind framebuffer and attach texture to GL_COLOR_ATTACHMENT0
 * 3 setup viewport to specified dimensions
 *
 * @param framebuffer_object_id FBO handle
 * @param color_texture_id      Texture handle
 * @param texture_format        Requested texture format, eg. GL_RGBA8
 * @param texture_width         Requested texture width
 * @param texture_height        Requested texture height
 *
 * @return true  All operations succeded
 *         false In case of any error
 **/
bool TestCaseBase::setupFramebufferWithTextureAsAttachment(glw::GLuint framebuffer_object_id,
														   glw::GLuint color_texture_id, glw::GLenum texture_format,
														   glw::GLuint texture_width, glw::GLuint texture_height) const
{
	const glw::Functions& gl = m_context.getRenderContext().getFunctions();

	/* Allocate texture storage */
	gl.bindTexture(GL_TEXTURE_2D, color_texture_id);
	gl.texStorage2D(GL_TEXTURE_2D, 1 /* levels */, texture_format, texture_width, texture_height);

	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not allocate texture storage!");

	/* Setup framebuffer */
	gl.bindFramebuffer(GL_FRAMEBUFFER, framebuffer_object_id);
	gl.framebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, color_texture_id, 0 /* level */);

	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not setup framebuffer!");

	/* Setup viewport */
	gl.viewport(0, 0, texture_width, texture_height);

	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not setup viewport!");

	/* Success */
	return true;
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:40,代码来源:esextcTestCaseBase.cpp

示例4: GLU_EXPECT_NO_ERROR

void ShaderMultiDrawElementsIndirectParametersTestCase::initChild()
{
	const Functions& gl = m_context.getRenderContext().getFunctions();

	// Set expected result vector [x, y, red, green, blue]
	m_resultPoints.push_back(ResultPoint(-1.0f + 0.05f, -1.0f + 0.05f, 1.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-1.0f + 0.05f, -1.0f + 0.15f, 1.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-1.0f + 0.15f, -1.0f + 0.05f, 0.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-1.0f + 0.15f, -1.0f + 0.15f, 0.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-1.0f + 0.05f, -0.8f + 0.05f, 0.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-1.0f + 0.05f, -0.8f + 0.15f, 0.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-1.0f + 0.15f, -0.8f + 0.05f, 0.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-1.0f + 0.15f, -0.8f + 0.15f, 0.0f, 1.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-0.8f + 0.05f, -1.0f + 0.05f, 0.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-0.8f + 0.05f, -1.0f + 0.15f, 0.0f, 0.0f, 1.0f));
	m_resultPoints.push_back(ResultPoint(-0.8f + 0.15f, -1.0f + 0.05f, 0.0f, 0.0f, 0.0f));
	m_resultPoints.push_back(ResultPoint(-0.8f + 0.15f, -1.0f + 0.15f, 0.0f, 0.0f, 0.0f));

	const SDPDrawElementsIndirectCommand indirect[] = {
		{ 4, 1, 0, 0, 0 }, { 3, 1, 3, 0, 1 }, { 3, 1, 0, 1, 0 },
	};

	// Setup indirect command buffer
	gl.genBuffers(1, &m_drawIndirectBuffer);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glGenBuffers");

	gl.bindBuffer(GL_DRAW_INDIRECT_BUFFER, m_drawIndirectBuffer);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glBindBuffer");

	gl.bufferData(GL_DRAW_INDIRECT_BUFFER, 3 * sizeof(SDPDrawElementsIndirectCommand), indirect, GL_STATIC_DRAW);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glBufferData");
}
开发者ID:timur-losev,项目名称:Vulkan-CTS,代码行数:32,代码来源:gl4cShaderDrawParametersTests.cpp

示例5: GLU_EXPECT_NO_ERROR

void ShaderAtomicCounterOpsTestBase::bindBuffers()
{
	const glw::Functions& gl = m_context.getRenderContext().getFunctions();

	gl.bindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 0, m_atomicCounterBuffer);
	GLU_EXPECT_NO_ERROR(gl.getError(), "bindBufferBase() call failed.");

	gl.bindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 1, m_atomicCounterCallsBuffer);
	GLU_EXPECT_NO_ERROR(gl.getError(), "bindBufferBase() call failed.");
}
开发者ID:timur-losev,项目名称:Vulkan-CTS,代码行数:10,代码来源:gl4cShaderAtomicCounterOpsTests.cpp

示例6: GLU_EXPECT_NO_ERROR

/** Verify rendered polygon anisotropy.
 *
 *  @param gl  OpenGL functions wrapper
 *
 *  @return Returns points value. Less points means better anisotropy (smoother strips).
 */
GLuint TextureFilterAnisotropicDrawingTestCase::verifyScene(const glw::Functions& gl)
{
	std::vector<GLubyte> pixels;
	pixels.resize(32 * 8 * 4);

	gl.readPixels(0, 23, 32, 8, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
	GLU_EXPECT_NO_ERROR(gl.getError(), "glReadPixels");

	GLuint sum = 0;

	GLubyte last	= 0;
	GLubyte current = 0;
	for (int j = 0; j < 8; ++j)
	{
		for (int i = 0; i < 32; ++i)
		{
			current = pixels[(i + j * 32) * 4];

			if (i > 0)
				sum += deAbs32((int)current - (int)last);

			last = current;
		}
	}

	return sum;
}
开发者ID:timur-losev,项目名称:Vulkan-CTS,代码行数:33,代码来源:glcTextureFilterAnisotropicTests.cpp

示例7: sizeof

void ShaderDrawElementsParametersTestCase::drawCommand()
{
	const Functions& gl = m_context.getRenderContext().getFunctions();

	gl.drawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_SHORT, (GLvoid*)(2 * sizeof(GLushort)));
	GLU_EXPECT_NO_ERROR(gl.getError(), "glDrawElements");
}
开发者ID:timur-losev,项目名称:Vulkan-CTS,代码行数:7,代码来源:gl4cShaderDrawParametersTests.cpp

示例8: releaseAndDetachTextureObject

/** Releases existing color & depth cube-map texture array objects, generates new
 *  ones and configures them as per user-specified properties.
 *
 *  @param texture_width                    Size to use for each layer-face's width and height.
 *  @param n_cubemaps                       Number of cube-maps to initialize for the cube-map texture arrays.
 *  @param should_generate_mutable_textures true if the texture should be initialized as mutable, false otherwise.
 **/
void TextureCubeMapArrayColorDepthAttachmentsTest::generateAndConfigureTextureObjects(
	glw::GLuint texture_width, glw::GLuint n_cubemaps, bool should_generate_mutable_textures)
{
	const glw::Functions& gl = m_context.getRenderContext().getFunctions();

	/* Release any texture objects that may have already been initialized */
	releaseAndDetachTextureObject(m_color_texture_id, true /* is_color_attachment */);
	releaseAndDetachTextureObject(m_depth_texture_id, false /* is_color_attachment */);

	/* Generate texture objects */
	gl.genTextures(1, &m_color_texture_id);
	gl.genTextures(1, &m_depth_texture_id);

	GLU_EXPECT_NO_ERROR(gl.getError(), "glGenTextures() call(s) failed");

	/* Configure new textures' storage */
	if (true == should_generate_mutable_textures)
	{
		prepareMutableTextureObject(m_color_texture_id, texture_width, n_cubemaps,
									true /* should_take_color_texture_properties */);
		prepareMutableTextureObject(m_depth_texture_id, texture_width, n_cubemaps,
									false /* should_take_color_texture_properties */);
	}
	else
	{
		prepareImmutableTextureObject(m_color_texture_id, texture_width, n_cubemaps,
									  true /* should_take_color_texture_properties */);
		prepareImmutableTextureObject(m_depth_texture_id, texture_width, n_cubemaps,
									  false /* should_take_color_texture_properties */);
	}
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:38,代码来源:esextcTextureCubeMapArrayColorDepthAttachments.cpp

示例9: DE_ASSERT

/** Reads read buffer's depth data (assuming it's of 32-bit FP resolution)
 *  and verifies its correctness.
 *
 *  @param texture_size Texture size
 *  @param n_layer      Index of the layer to verify.
 *
 *  @return true if the retrieved data was found correct, false otherwise.
 **/
bool TextureCubeMapArrayColorDepthAttachmentsTest::verifyDepth32FData(const _texture_size& texture_size,
																	  glw::GLuint		   n_layer)
{
	/* Allocate buffer for the data we will retrieve from the implementation */
	glw::GLfloat		  expected_value   = (glw::GLfloat)n_layer / 256.0f;
	const glw::Functions& gl			   = m_context.getRenderContext().getFunctions();
	bool				  result		   = false;
	const glw::GLuint	 result_data_size = texture_size.m_size * texture_size.m_size;
	glw::GLfloat*		  result_data	  = new glw::GLfloat[result_data_size];

	DE_ASSERT(result_data != NULL);

	/* Read the data */
	gl.readPixels(0, /* x */
				  0, /* y */
				  texture_size.m_size, texture_size.m_size, m_depth_format, m_depth_type, result_data);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glReadPixels() call failed");

	/* Verify image, expected value is layer index */
	result = verifyImage<glw::GLfloat, 1>(texture_size.m_size, texture_size.m_size, &expected_value, result_data);

	/* Release the buffer */
	if (result_data != NULL)
	{
		delete[] result_data;

		result_data = NULL;
	}

	return result;
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:39,代码来源:esextcTextureCubeMapArrayColorDepthAttachments.cpp

示例10: switch

/** Retrieves compilation OR linking info log for a shader/program object with GLES id
 *  @param id.
 *
 *  @param is_compilation_info_log true if @param id is a GLES id of a shader object;
 *                                 false if it represents a program object.
 *  @param id                      GLES id of a shader OR a program object to
 *                                 retrieve info log for.
 *
 *  @return String instance containing the log..
 **/
std::string TestCaseBase::getInfoLog(LOG_TYPE log_type, glw::GLuint id)
{
	const glw::Functions& gl = m_context.getRenderContext().getFunctions();

	glw::GLint n_characters = 0;
	/* Retrieve amount of characters needed to store the info log (terminator-inclusive) */
	switch (log_type)
	{
	case LT_SHADER_OBJECT:
		gl.getShaderiv(id, GL_INFO_LOG_LENGTH, &n_characters);
		break;
	case LT_PROGRAM_OBJECT:
		gl.getProgramiv(id, GL_INFO_LOG_LENGTH, &n_characters);
		break;
	case LT_PIPELINE_OBJECT:
		gl.getProgramPipelineiv(id, GL_INFO_LOG_LENGTH, &n_characters);
		break;
	default:
		TCU_FAIL("Invalid parameter");
	}

	/* Check if everything is fine so far */
	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not query info log length!");

	/* Allocate buffer */
	std::vector<char> result_vec(n_characters + 1);

	/* Retrieve the info log */
	switch (log_type)
	{
	case LT_SHADER_OBJECT:
		gl.getShaderInfoLog(id, n_characters + 1, 0, &result_vec[0]);
		break;
	case LT_PROGRAM_OBJECT:
		gl.getProgramInfoLog(id, n_characters + 1, 0, &result_vec[0]);
		break;
	case LT_PIPELINE_OBJECT:
		gl.getProgramPipelineInfoLog(id, n_characters + 1, 0, &result_vec[0]);
		break;
	}

	GLU_EXPECT_NO_ERROR(gl.getError(), "Could not retrieve info log!");

	return std::string(&result_vec[0]);
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:55,代码来源:esextcTestCaseBase.cpp

示例11: texImage

/** Set contents of texture
 *
 * @param gl              GL functions
 * @param target          Texture target
 * @param level           Mipmap level
 * @param internal_format Format of data
 * @param width           Width of texture
 * @param height          Height of texture
 * @param depth           Depth of texture
 * @param format          Format of data
 * @param type            Type of data
 * @param data            Buffer with image data
 **/
void texImage(const Functions& gl, GLenum target, GLint level, GLenum internal_format, GLuint width, GLuint height,
			  GLuint depth, GLenum format, GLenum type, const GLvoid* data)
{
	switch (target)
	{
	case GL_TEXTURE_2D:
		gl.texImage2D(target, level, internal_format, width, height, 0 /* border */, format, type, data);
		GLU_EXPECT_NO_ERROR(gl.getError(), "texImage");
		break;
	case GL_TEXTURE_2D_ARRAY:
		gl.texImage3D(target, level, internal_format, width, height, depth, 0 /* border */, format, type, data);
		GLU_EXPECT_NO_ERROR(gl.getError(), "texImage");
		break;
	default:
		TCU_FAIL("Invalid enum");
		break;
	}
}
开发者ID:timur-losev,项目名称:Vulkan-CTS,代码行数:31,代码来源:glcTextureFilterAnisotropicTests.cpp

示例12: subImage

/** Set contents of texture
 *
 * @param gl              GL functions
 * @param target          Texture target
 * @param level           Mipmap level
 * @param x               X offset
 * @param y               Y offset
 * @param z               Z offset
 * @param width           Width of texture
 * @param height          Height of texture
 * @param depth           Depth of texture
 * @param format          Format of data
 * @param type            Type of data
 * @param pixels          Buffer with image data
 **/
void subImage(const Functions& gl, GLenum target, GLint level, GLint x, GLint y, GLint z, GLsizei width, GLsizei height,
			  GLsizei depth, GLenum format, GLenum type, const GLvoid* pixels)
{
	switch (target)
	{
	case GL_TEXTURE_2D:
		gl.texSubImage2D(target, level, x, y, width, height, format, type, pixels);
		GLU_EXPECT_NO_ERROR(gl.getError(), "TexSubImage2D");
		break;
	case GL_TEXTURE_2D_ARRAY:
		gl.texSubImage3D(target, level, x, y, z, width, height, depth, format, type, pixels);
		GLU_EXPECT_NO_ERROR(gl.getError(), "TexSubImage3D");
		break;
	default:
		TCU_FAIL("Invalid enum");
		break;
	}
}
开发者ID:timur-losev,项目名称:Vulkan-CTS,代码行数:33,代码来源:glcTextureFilterAnisotropicTests.cpp

示例13: GLU_EXPECT_NO_ERROR

/** Executes test iteration.
 *
 *  @return Returns STOP when test has finished executing, CONTINUE if more iterations are needed.
 */
tcu::TestNode::IterateResult MultisampleTextureSampleMaskiGettersTest::iterate()
{
	/* Get GL_MAX_SAMPLE_MASK_WORDS value */
	const glw::Functions& gl							 = m_context.getRenderContext().getFunctions();
	glw::GLint			  gl_max_sample_mask_words_value = 0;

	gl.getIntegerv(GL_MAX_SAMPLE_MASK_WORDS, &gl_max_sample_mask_words_value);

	GLU_EXPECT_NO_ERROR(gl.getError(), "Failed to retrieve GL_MAX_SAMPLE_MASK_WORDS value");

	/* Iterate over valid index & mask values */
	const glw::GLuint  valid_masks[] = { 0, 0xFFFFFFFF, 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF };
	const unsigned int n_valid_masks = sizeof(valid_masks) / sizeof(valid_masks[0]);

	for (int index = 0; index < gl_max_sample_mask_words_value; ++index)
	{
		for (unsigned int n_mask = 0; n_mask < n_valid_masks; ++n_mask)
		{
			glw::GLint mask = valid_masks[n_mask];

			/* Make sure a valid glSampleMaski() call does not result in an error */
			gl.sampleMaski(index, mask);

			GLU_EXPECT_NO_ERROR(gl.getError(), "A valid glSampleMaski() call resulted in an error");

			/* Check the property value as reported by implementation */
			glw::GLint int_value = -1;

			gl.getIntegeri_v(GL_SAMPLE_MASK_VALUE, index, &int_value);
			GLU_EXPECT_NO_ERROR(gl.getError(), "A valid glGetIntegeri_v() call resulted in an error");

			if (int_value != mask)
			{
				TCU_FAIL("Invalid sample mask reported");
			}
		} /* for (all masks) */
	}	 /* for (all valid index argument values) */

	/* Test case passed */
	m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");

	return STOP;
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:47,代码来源:es31cTextureStorageMultisampleSampleMaskiTests.cpp

示例14: initTest

/** Executes the test.
 *
 *  Sets the test result to QP_TEST_RESULT_FAIL if the test failed, QP_TEST_RESULT_PASS otherwise.
 *  Note the function throws exception should an error occur!
 *
 *  @return STOP if the test has finished, CONTINUE to indicate iterate should be called once again.
 **/
tcu::TestCase::IterateResult TextureCubeMapArrayColorDepthAttachmentsTest::iterate()
{
	/* GL functions */
	const glw::Functions& gl = m_context.getRenderContext().getFunctions();

	/* Initialize all ES objects needed to run the test */
	initTest();

	/* Setup clear values */
	gl.clearColor(0.0f /* red */, 0.0f /* green */, 0.0f /* blue */, 0.0f /* alpha */);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glClearColor() call failed.");

	gl.clearDepthf(1.0f /* d */);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glClearDepthf() call failed.");

	/* Enable depth test */
	gl.enable(GL_DEPTH_TEST);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glEnable() call failed");

	/* Execute tests for each resolution */
	for (_texture_size_vector::iterator texture_size_iterator = m_resolutions.begin(),
										end_iterator		  = m_resolutions.end();
		 end_iterator != texture_size_iterator; ++texture_size_iterator)
	{
		testNonLayeredRendering(*texture_size_iterator, false);
		testNonLayeredRendering(*texture_size_iterator, true);
		testLayeredRendering(*texture_size_iterator, false);
		testLayeredRendering(*texture_size_iterator, true);
	}

	/* Test passes if there were no errors */
	if ((0 != m_n_invalid_color_checks) || (0 != m_n_invalid_depth_checks))
	{
		m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Fail");
	}
	else
	{
		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
	}

	/* Done */
	return STOP;
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:50,代码来源:esextcTextureCubeMapArrayColorDepthAttachments.cpp

示例15: makeVtxFragSources

/** Drawing quads method using drawArrays.
 */
bool MultiDrawElementsIndirectCountCase::draw()
{
	const Functions& gl = m_context.getRenderContext().getFunctions();

	ProgramSources sources = makeVtxFragSources(c_vertShader, c_fragShader);
	ShaderProgram  program(gl, sources);

	if (!program.isOk())
	{
		m_testCtx.getLog() << tcu::TestLog::Message << "Shader build failed.\n"
						   << "Vertex: " << program.getShaderInfo(SHADERTYPE_VERTEX).infoLog << "\n"
						   << "Fragment: " << program.getShaderInfo(SHADERTYPE_FRAGMENT).infoLog << "\n"
						   << "Program: " << program.getProgramInfo().infoLog << tcu::TestLog::EndMessage;
		return false;
	}

	gl.useProgram(program.getProgram());
	GLU_EXPECT_NO_ERROR(gl.getError(), "glUseProgram");

	gl.clearColor(0.0f, 0.0f, 0.0f, 1.0f);
	gl.clear(GL_COLOR_BUFFER_BIT);

	gl.enable(GL_BLEND);
	gl.blendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	gl.enableVertexAttribArray(0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glEnableVertexAttribArray");
	gl.vertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, NULL);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glVertexAttribPointer");

	gl.multiDrawElementsIndirectCount(GL_TRIANGLE_STRIP, GL_UNSIGNED_SHORT, 0, 0, 2, 0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glMultiDrawElementsIndirectCountARB");

	gl.disableVertexAttribArray(0);
	GLU_EXPECT_NO_ERROR(gl.getError(), "glDisableVertexAttribArray");

	gl.disable(GL_BLEND);

	return true;
}
开发者ID:eth0047,项目名称:VK-GL-CTS,代码行数:42,代码来源:gl4cIndirectParametersTests.cpp


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