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      1 /*-------------------------------------------------------------------------
      2  * OpenGL Conformance Test Suite
      3  * -----------------------------
      4  *
      5  * Copyright (c) 2014-2016 The Khronos Group Inc.
      6  *
      7  * Licensed under the Apache License, Version 2.0 (the "License");
      8  * you may not use this file except in compliance with the License.
      9  * You may obtain a copy of the License at
     10  *
     11  *      http://www.apache.org/licenses/LICENSE-2.0
     12  *
     13  * Unless required by applicable law or agreed to in writing, software
     14  * distributed under the License is distributed on an "AS IS" BASIS,
     15  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     16  * See the License for the specific language governing permissions and
     17  * limitations under the License.
     18  *
     19  */ /*!
     20  * \file
     21  * \brief
     22  */ /*-------------------------------------------------------------------*/
     23 
     24 #include "es31cSeparateShaderObjsTests.hpp"
     25 #include "deMath.h"
     26 #include "deRandom.hpp"
     27 #include "deString.h"
     28 #include "deStringUtil.hpp"
     29 #include "gluDrawUtil.hpp"
     30 #include "gluPixelTransfer.hpp"
     31 #include "gluShaderProgram.hpp"
     32 #include "glw.h"
     33 #include "glwEnums.hpp"
     34 #include "glwFunctions.hpp"
     35 #include "tcuImageCompare.hpp"
     36 #include "tcuRenderTarget.hpp"
     37 #include "tcuStringTemplate.hpp"
     38 #include "tcuSurface.hpp"
     39 #include "tcuTestLog.hpp"
     40 #include "tcuVector.hpp"
     41 
     42 #include <map>
     43 
     44 /*************************************************************************/
     45 /* Test Plan for shared_shader_objects:
     46  * Overview
     47  *
     48  *    This is a conformance test for XXX_separate_shader_objects extension. The
     49  *    results of the tests are verified by checking the expected GL error,
     50  *    by checking the expected state with state query functions and by rendering
     51  *    test images and comparing specified pixels with expected values. Not all of
     52  *    the methods are applicable for all tests. Additional details such as
     53  *    expected error codes are included in test descriptions.
     54  *
     55  *New Tests
     56  *
     57  *--  Tests for invidual API functions
     58  *
     59  *
     60  *    CreateShaderProgramv tests
     61  *
     62  *    Positive tests:
     63  *
     64  *    * Test with valid parameters and verify that program and GL state are set
     65  *      accordingly to the code sequence defined in the extension spec.
     66  *    * Test with vertex and fragment shader types.
     67  *    * Test with few different count/strings parameters (count >= 1)
     68  *
     69  *    Negative tests:
     70  *
     71  *    * Test with invalid type. Expect INVALID_ENUM and zero return value.
     72  *    * Test with uncompilable / unlinkable source. Expect no errors. Program
     73  *      should be returned Program info log may contain information about link /
     74  *      compile failure.
     75  *    * Test with count < 0. Expect INVALID_VALUE and zero return value.
     76  *
     77  *
     78  *    UseProgramStages tests
     79  *
     80  *    Positive tests:
     81  *
     82  *    * Test with a program containing
     83  *      - vertex stage only
     84  *      - fragment stage only
     85  *      - both stages
     86  *    * Test with null program to reset a stage or stages. Expect no errors.
     87  *    * Test with a program that doesn't contain code for a stage defined in the
     88  *      stages bitfield. Expect no errors.
     89  *    * Test with a new program pipeline object that has not yet been used/bound.
     90  *
     91  *    Negative tests:
     92  *
     93  *    * Test with invalid stages bitfield (with unused bits). Expect INVALID_VALUE GL error.
     94  *    * Test with deleted/nonexistent pipeline. Expect INVALID_OPERATION GL error.
     95  *    * Test with program that isn't separable. Expect INVALID_OPERATION GL error.
     96  *    * Test with program that isn't linked succesfully. Expect INVALID_OPERATION
     97  *      GL error.
     98  *    * Test with deleted/nonexistent program. Expect INVALID_OPERATION error.
     99  *
    100  *
    101  *    ActiveShaderProgram tests
    102  *
    103  *    Positive tests:
    104  *
    105  *    * Test with a new program pipeline object that has not yet been used/bound.
    106  *
    107  *    Negative tests:
    108  *
    109  *    * Test with deleted/nonexistent program pipeline object. Expect INVALID_OPERATION and no
    110  *      changes to active program.
    111  *    * Test with nonexistent/deleted/unsuccesfully linked program. Expect
    112  *      INVALID_OPERATION GL error and no changes to active program.
    113  *
    114  *
    115  *    GenProgramPipelines tests
    116  *
    117  *    Positive tests:
    118  *
    119  *    * Test creating different amounts of program pipeline object names.
    120  *      Verify with IsProgramPipeline.
    121  *
    122  *
    123  *    BindProgramPipeline tests
    124  *
    125  *    Positive tests:
    126  *
    127  *    * Test binding existing program pipeline object. Verify with
    128  *      PROGRAM_PIPELINE_BINDING
    129  *    * Test binding zero program pipeline object. Verify
    130  *      PROGRAM_PIPELINE_BINDING is reset to 0
    131  *
    132  *    Negative tests:
    133  *
    134  *    * Test binding deleted/nonexistent program pipeline object. Expect
    135  *      INVALID_OPERATION GL error and no changes to bound pipeline.
    136  *
    137  *
    138  *    DeleteProgramPipelines tests
    139  *
    140  *    Positive tests:
    141  *
    142  *    * Test deleting zero and unused names. Expect no errors (should be no-op)
    143  *    * Test deleting different amounts of existing pipeline names. Verify
    144  *      deletion with IsProgramPipeline.
    145  *    * Test deleting bound names. Expect pipeline binding revert to zero, verify
    146  *      with PROGRAM_PIPELINE_BINDING.
    147  *
    148  *
    149  *    IsProgramPipeline
    150  *
    151  *    Positive tests:
    152  *
    153  *    * Test with deleted/nonexistent program pipeline names.
    154  *    * Test with existing program pipeline names.
    155  *
    156  *
    157  *    ProgramParameteri / PROGRAM_SEPARABLE tests
    158  *
    159  *    Positive tests:
    160  *
    161  *    * Test setting TRUE and FALSE values for existing, unlinked programs.
    162  *      Verify with GetProgramParameteri
    163  *
    164  *    Negative tests:
    165  *
    166  *    * Test with nonexistent/deleted program. Expect INVALID_OPERATION GL error
    167  *    * Test with invalid value. Expect INVALID_VALUE GL error
    168  *
    169  *
    170  *    GetProgramPipelineiv tests
    171  *
    172  *    Positive tests:
    173  *
    174  *    * Test with new program pipeline object that has not yet been used/bound
    175  *    * Test ACTIVE_PROGRAM
    176  *    * Test VERTEX_SHADER
    177  *    * Test FRAGMENT_SHADER
    178  *    * Test VALIDATE_STATUS
    179  *    * Test INFO_LOG_LENGTH
    180  *
    181  *    Negative tests:
    182  *
    183  *    * Test with deleted/nonexistent pipeline. Expect INVALID_OPERATION GL error
    184  *
    185  *
    186  *    ValidateProgramPipeline tests:
    187  *
    188  *    Positive tests:
    189  *
    190  *    * Test with valid program pipeline. Expect VALIDATE_STATUS = TRUE
    191  *    * Test with invalid program pipeline Expect VALIDATE_STATUS = FALSE
    192  *    * Test with empty program pipeline (uninitialized, but bound). Expect VALIDATE_STATUS = FALSE.
    193  *    * Test that initial (unvalidated) VALIDATE_STATUS is FALSE
    194  *    * Test with a new program pipeline object that has not been used/bound yet
    195  *
    196  *    Negative tests:
    197  *
    198  *    * Test with deleted/nonexistent program pipeline object. Expect
    199  *      INVALID_OPERATION
    200  *
    201  *
    202  *    ProgramUniform* tests
    203  *
    204  *    Positive tests:
    205  *
    206  *    * Test all ProgramUniform* methods with few different parameters combinations
    207  *    * Setup pipeline with programs A and B. Update uniforms for A and verify
    208  *      that only A is affected.
    209  *    * Test with a program with all combinations of
    210  *      - program is/isn't part of a bound pipeline
    211  *      - program is/isn't made current with UseProgram
    212  *      - program is/isn't made active with ActiveShaderProgram
    213  *      in all cases, only the uniforms of the specified program should be
    214  *      updated.
    215  *
    216  *    Negative tests:
    217  *
    218  *    * Test with deleted/nonexistent program. Expect INVALID_VALUE GL error.
    219  *    * Test with unsuccesfully linked program. Expect INVALID_OPERATION GL error.
    220  *
    221  *
    222  *    GetProgramPipelineInfoLog tests
    223  *
    224  *    Run ValidateProgramPipeline for valid / invalid program pipeline object
    225  *    before running the tests. NOTE: The spec doesn't require that the driver
    226  *    updates the pipeline info log. It may or may not contain information about
    227  *    validation.
    228  *
    229  *    Positive tests
    230  *
    231  *    * Test with NULL length.
    232  *    * Test with zero bufSize. Expect no errors
    233  *    * Test with varying bufSizes (where 0 < bufSize <= INFO_LOG_LENGTH). Except
    234  *    * length = (bufSize - 1) and zero-terminated string with matching length in
    235  *      infoLog.
    236  *
    237  *    Negative tests
    238  *
    239  *    * Test with deleted/nonexistent program pipeline object. Expect
    240  *      GL_INVALID_VALUE error (the error is still missing from the spec)
    241  *
    242  *
    243  *--  Other tests
    244  *
    245  *
    246  *    UseProgram vs. BindProgramPipeline tests
    247  *
    248  *    Positive tests:
    249  *
    250  *    * Test that a program made active with UseProgram has precedence over
    251  *      program pipeline object bound with BindProgramPipeline.
    252  *    * Test that program(s) in bound program pipeline object will be used if
    253  *      there is no active program set with UseProgram
    254  *    * Test that a state without active program or without bound pipeline object
    255  *      generates no errors.
    256  *
    257  *
    258  *    Pipeline setup tests
    259  *
    260  *    Positive tests:
    261  *
    262  *    * Test that missing pipeline stages produces no errors:
    263  *      - no program set with UseProgramStages for vertex or frargment stages
    264  *      - no vertex or fragment code in a program set for the stage
    265  *
    266  *    Negative tests:
    267  *
    268  *    * Test that program with both vertex and fragment shaders cannot be attached
    269  *      just to vertex or fragment stage. Expect DrawArrays/Elements to generate
    270  *      INVALID_OPERATION and pipeline VALIDATE_STATUS set to FALSE.
    271  *      - Run with and without validating the pipeline with ValidateProgramPipeline
    272  *
    273  *
    274  *    Shader/program management tests
    275  *
    276  *    Positive tests:
    277  *
    278  *    * Test creating separable shader objects both by
    279  *      - Using the core functions combined with PROGRAM_SEPARABLE flag
    280  *      - CreateShaderProgram
    281  *    * Test that separable program can contain and links properly if there are
    282  *      - vertex stage
    283  *      - fragment stage
    284  *      - both stages
    285  *    * Test that active program isn't deleted immediately (deletion doesn't
    286  *      affect rendering state)
    287  *    * Test that program in current pipeline isn't deleted immediately
    288  *    * Test that attaching/detaching/recompiling a shader in active program or
    289  *      program in current pipeline doesn't affect the program link status or
    290  *      rendering state.
    291  *    * Test that succesfully re-linking active program or program in current
    292  *      pipeline affects the rendering state.
    293  *
    294  *    Negative tests:
    295  *
    296  *      aren't present.
    297  *    * Test that unsuccesfully re-linking active program or program in current
    298  *      pipeline sets LINK_STATUS=FALSE but doesn't affect the rendering state.
    299  *    * Test that unsuccesfully linked program cannot be made part of a program
    300  *      pipeline object.
    301  *
    302  *
    303  *    Uniform update tests
    304  *
    305  *    Positive cases:
    306  *
    307  *      with UseProgram.
    308  *    * Test that Uniform* functions update the uniforms of a program made active with
    309  *      ActiveShader program if no program has been made active with UseProgram.
    310  *    * Test that ProgramUniform* functions update the uniforms of a specified
    311  *      program regardless of active program (probably already covered with
    312  *      "ProgramUniform* tests")
    313  *
    314  *    Negative cases:
    315  *
    316  *    * Test that Uniform* functions set INVALID_OPERATION if there is no active
    317  *      program set with UseProgram nor ActiveShaderProgram
    318  *
    319  *
    320  *    Shader interface matching tests
    321  *
    322  *    Positive tests:
    323  *
    324  *    * Test that partially or completely mismatching shaders do not generate
    325  *      validation nor other GL errors (just undefined inputs)
    326  *    * Test that exactly matching shaders work.
    327  *    * Test that variables with matching layout qualifiers match and are defined
    328  *      even if the shaders don't match exactly.
    329  *      - Test with int, uint and float component types
    330  *      - Test with different vector sizes, where output vector size >= input
    331  *        vector size
    332  *
    333  *
    334  * End Test Plan */
    335 /*************************************************************************/
    336 
    337 namespace glcts
    338 {
    339 
    340 using tcu::TestLog;
    341 using std::string;
    342 using std::vector;
    343 
    344 // A fragment shader to allow testing various scalar and vector
    345 // uniforms as well as array [2] varieties.  To keep the uniforms
    346 // active they are compared against constants.
    347 static const char* s_unifFragShaderSrc =
    348 	"precision highp float;\n"
    349 	"uniform ${SCALAR_TYPE}  uVal0;\n"
    350 	"uniform ${VECTOR_TYPE}2 uVal1;\n"
    351 	"uniform ${VECTOR_TYPE}3 uVal2;\n"
    352 	"uniform ${VECTOR_TYPE}4 uVal3;\n"
    353 	"\n"
    354 	"uniform ${SCALAR_TYPE}  uVal4[2];\n"
    355 	"uniform ${VECTOR_TYPE}2 uVal5[2];\n"
    356 	"uniform ${VECTOR_TYPE}3 uVal6[2];\n"
    357 	"uniform ${VECTOR_TYPE}4 uVal7[2];\n"
    358 	"\n"
    359 	"const ${SCALAR_TYPE}  kVal0= 1${SFX};\n"
    360 	"const ${VECTOR_TYPE}2 kVal1 = ${VECTOR_TYPE}2(2${SFX}, 3${SFX});\n"
    361 	"const ${VECTOR_TYPE}3 kVal2 = ${VECTOR_TYPE}3(4${SFX}, 5${SFX}, 6${SFX});\n"
    362 	"const ${VECTOR_TYPE}4 kVal3 = ${VECTOR_TYPE}4(7${SFX}, 8${SFX}, 9${SFX}, 10${SFX});\n"
    363 	"\n"
    364 	"const ${SCALAR_TYPE}  kArr4_0 = 11${SFX};\n"
    365 	"const ${SCALAR_TYPE}  kArr4_1 = 12${SFX};\n"
    366 	"const ${VECTOR_TYPE}2 kArr5_0 = ${VECTOR_TYPE}2(13${SFX}, 14${SFX});\n"
    367 	"const ${VECTOR_TYPE}2 kArr5_1 = ${VECTOR_TYPE}2(15${SFX}, 16${SFX});\n"
    368 	"const ${VECTOR_TYPE}3 kArr6_0 = ${VECTOR_TYPE}3(17${SFX}, 18${SFX}, 19${SFX});\n"
    369 	"const ${VECTOR_TYPE}3 kArr6_1 = ${VECTOR_TYPE}3(20${SFX}, 21${SFX}, 22${SFX});\n"
    370 	"const ${VECTOR_TYPE}4 kArr7_0 = ${VECTOR_TYPE}4(23${SFX}, 24${SFX}, 25${SFX}, 26${SFX});\n"
    371 	"const ${VECTOR_TYPE}4 kArr7_1 = ${VECTOR_TYPE}4(27${SFX}, 28${SFX}, 29${SFX}, 30${SFX});\n"
    372 	"\n"
    373 	"layout(location = 0) out mediump vec4 o_color;\n"
    374 	"\n"
    375 	"void main() {\n"
    376 	"    if ((uVal0 != kVal0) ||\n"
    377 	"        (uVal1 != kVal1) ||\n"
    378 	"        (uVal2 != kVal2) ||\n"
    379 	"        (uVal3 != kVal3) ||\n"
    380 	"        (uVal4[0] != kArr4_0) || (uVal4[1] != kArr4_1) ||\n"
    381 	"        (uVal5[0] != kArr5_0) || (uVal5[1] != kArr5_1) ||\n"
    382 	"        (uVal6[0] != kArr6_0) || (uVal6[1] != kArr6_1) ||\n"
    383 	"        (uVal7[0] != kArr7_0) || (uVal7[1] != kArr7_1)) {\n"
    384 	"        o_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
    385 	"    } else {\n"
    386 	"        o_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
    387 	"    }\n"
    388 	"}\n";
    389 
    390 // A fragment shader to test uniforms of square matrices
    391 static const char* s_unifFragSquareMatShaderSrc = "precision highp float;\n"
    392 												  "uniform mat2 uValM2[2];\n"
    393 												  "uniform mat3 uValM3[2];\n"
    394 												  "uniform mat4 uValM4[2];\n"
    395 												  "\n"
    396 												  "const mat2 kMat2_0 = mat2(91.0, 92.0, 93.0, 94.0);\n"
    397 												  "const mat2 kMat2_1 = mat2(95.0, 96.0, 97.0, 98.0);\n"
    398 												  "const mat3 kMat3_0 = mat3(vec3( 99.0, 100.0, 101.0),\n"
    399 												  "                          vec3(102.0, 103.0, 104.0),\n"
    400 												  "                          vec3(105.0, 106.0, 107.0));\n"
    401 												  "const mat3 kMat3_1 = mat3(vec3(108.0, 109.0, 110.0),\n"
    402 												  "                          vec3(111.0, 112.0, 113.0),\n"
    403 												  "                          vec3(114.0, 115.0, 116.0));\n"
    404 												  "const mat4 kMat4_0 = mat4(vec4(117.0, 118.0, 119.0, 120.0),\n"
    405 												  "                          vec4(121.0, 122.0, 123.0, 124.0),\n"
    406 												  "                          vec4(125.0, 126.0, 127.0, 128.0),\n"
    407 												  "                          vec4(129.0, 130.0, 131.0, 132.0));\n"
    408 												  "const mat4 kMat4_1 = mat4(vec4(133.0, 134.0, 135.0, 136.0),\n"
    409 												  "                          vec4(137.0, 138.0, 139.0, 140.0),\n"
    410 												  "                          vec4(141.0, 142.0, 143.0, 144.0),\n"
    411 												  "                          vec4(145.0, 146.0, 147.0, 148.0));\n"
    412 												  "\n"
    413 												  "layout(location = 0) out mediump vec4 o_color;\n"
    414 												  "\n"
    415 												  "void main() {\n"
    416 												  "    if ((uValM2[0] != kMat2_0) || (uValM2[1] != kMat2_1) ||\n"
    417 												  "        (uValM3[0] != kMat3_0) || (uValM3[1] != kMat3_1) ||\n"
    418 												  "        (uValM4[0] != kMat4_0) || (uValM4[1] != kMat4_1)) {\n"
    419 												  "        o_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
    420 												  "    } else {\n"
    421 												  "        o_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
    422 												  "    }\n"
    423 												  "}\n";
    424 
    425 // A fragment shader to test uniforms of square matrices
    426 static const char* s_unifFragNonSquareMatShaderSrc =
    427 	"precision highp float;\n"
    428 	"uniform mat2x3 uValM2x3[2];\n"
    429 	"uniform mat3x2 uValM3x2[2];\n"
    430 	"uniform mat2x4 uValM2x4[2];\n"
    431 	"uniform mat4x2 uValM4x2[2];\n"
    432 	"uniform mat3x4 uValM3x4[2];\n"
    433 	"uniform mat4x3 uValM4x3[2];\n"
    434 	"\n"
    435 	"const mat2x3 kMat2x3_0 = mat2x3(vec2(149.0, 150.0),\n"
    436 	"                                vec2(151.0, 152.0),\n"
    437 	"                                vec2(153.0, 154.0));\n"
    438 	"const mat2x3 kMat2x3_1 = mat2x3(vec2(155.0, 156.0),\n"
    439 	"                                vec2(157.0, 158.0),\n"
    440 	"                                vec2(159.0, 160.0));\n"
    441 	"const mat3x2 kMat3x2_0 = mat3x2(vec3(161.0, 162.0, 163.0),\n"
    442 	"                                vec3(164.0, 165.0, 166.0));\n"
    443 	"const mat3x2 kMat3x2_1 = mat3x2(vec3(167.0, 168.0, 169.0),\n"
    444 	"                                vec3(170.0, 171.0, 172.0));\n"
    445 	"const mat2x4 kMat2x4_0 = mat2x4(vec2(173.0, 174.0),\n"
    446 	"                                vec2(175.0, 176.0),\n"
    447 	"                                vec2(177.0, 178.0),\n"
    448 	"                                vec2(179.0, 180.0));\n"
    449 	"const mat2x4 kMat2x4_1 = mat2x4(vec2(181.0, 182.0),\n"
    450 	"                                vec2(183.0, 184.0),\n"
    451 	"                                vec2(185.0, 186.0),\n"
    452 	"                                vec2(187.0, 188.0));\n"
    453 	"const mat4x2 kMat4x2_0 = mat4x2(vec4(189.0, 190.0, 191.0, 192.0),\n"
    454 	"                                vec4(193.0, 194.0, 195.0, 196.0));\n"
    455 	"const mat4x2 kMat4x2_1 = mat4x2(vec4(197.0, 198.0, 199.0, 200.0),\n"
    456 	"                                vec4(201.0, 202.0, 203.0, 204.0));\n"
    457 	"const mat3x4 kMat3x4_0 = mat3x4(vec3(205.0, 206.0, 207.0),\n"
    458 	"                                vec3(208.0, 209.0, 210.0),\n"
    459 	"                                vec3(211.0, 212.0, 213.0),\n"
    460 	"                                vec3(214.0, 215.0, 216.0));\n"
    461 	"const mat3x4 kMat3x4_1 = mat3x4(vec3(217.0, 218.0, 219.0),\n"
    462 	"                                vec3(220.0, 221.0, 222.0),\n"
    463 	"                                vec3(223.0, 224.0, 225.0),\n"
    464 	"                                vec3(226.0, 227.0, 228.0));\n"
    465 	"const mat4x3 kMat4x3_0 = mat4x3(vec4(229.0, 230.0, 231.0, 232.0),\n"
    466 	"                                vec4(233.0, 234.0, 235.0, 236.0),\n"
    467 	"                                vec4(237.0, 238.0, 239.0, 240.0));\n"
    468 	"const mat4x3 kMat4x3_1 = mat4x3(vec4(241.0, 242.0, 243.0, 244.0),\n"
    469 	"                                vec4(245.0, 246.0, 247.0, 248.0),\n"
    470 	"                                vec4(249.0, 250.0, 251.0, 252.0));\n"
    471 	"\n"
    472 	"layout(location = 0) out mediump vec4 o_color;\n"
    473 	"\n"
    474 	"void main() {\n"
    475 	"    if ((uValM2x3[0] != kMat2x3_0) || (uValM2x3[1] != kMat2x3_1) ||\n"
    476 	"        (uValM3x2[0] != kMat3x2_0) || (uValM3x2[1] != kMat3x2_1) ||\n"
    477 	"        (uValM2x4[0] != kMat2x4_0) || (uValM2x4[1] != kMat2x4_1) ||\n"
    478 	"        (uValM4x2[0] != kMat4x2_0) || (uValM4x2[1] != kMat4x2_1) ||\n"
    479 	"        (uValM3x4[0] != kMat3x4_0) || (uValM3x4[1] != kMat3x4_1) ||\n"
    480 	"        (uValM4x3[0] != kMat4x3_0) || (uValM4x3[1] != kMat4x3_1)) {\n"
    481 	"        o_color = vec4(1.0, 0.0, 0.0, 1.0);\n"
    482 	"    } else {\n"
    483 	"        o_color = vec4(0.0, 1.0, 0.0, 1.0);\n"
    484 	"    }\n"
    485 	"}\n";
    486 
    487 static std::string generateBasicVertexSrc(glu::GLSLVersion glslVersion)
    488 {
    489 	std::stringstream str;
    490 
    491 	str << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
    492 	str << "in highp vec4 a_position;\n";
    493 	if (glslVersion >= glu::GLSL_VERSION_410)
    494 	{
    495 		str << "out gl_PerVertex {\n"
    496 			   "  vec4 gl_Position;\n"
    497 			   "};\n";
    498 	}
    499 	str << "void main (void)\n"
    500 		   "{\n"
    501 		   "   gl_Position = a_position;\n"
    502 		   "}\n";
    503 
    504 	return str.str();
    505 }
    506 
    507 static std::string generateBasicFragmentSrc(glu::GLSLVersion glslVersion)
    508 {
    509 	std::stringstream str;
    510 
    511 	str << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
    512 	str << "uniform highp vec4 u_color;\n"
    513 		   "layout(location = 0) out mediump vec4 o_color;\n"
    514 		   "void main (void)\n"
    515 		   "{\n"
    516 		   "   o_color = u_color;\n"
    517 		   "}\n";
    518 
    519 	return str.str();
    520 }
    521 
    522 // Testcase for glCreateShaderProgramv
    523 class CreateShadProgCase : public TestCase
    524 {
    525 public:
    526 	CreateShadProgCase(Context& context, const char* name, const char* description, glu::GLSLVersion glslVersion)
    527 		: TestCase(context, name, description), m_glslVersion(glslVersion)
    528 	{
    529 	}
    530 
    531 	~CreateShadProgCase(void)
    532 	{
    533 	}
    534 
    535 	// Check program validity created with CreateShaderProgram
    536 	bool checkCSProg(const glw::Functions& gl, GLuint program, int expectedSep = GL_TRUE, int expectedLink = GL_TRUE)
    537 	{
    538 		int separable = GL_FALSE;
    539 		int linked	= GL_FALSE;
    540 		if (program != 0)
    541 		{
    542 			gl.getProgramiv(program, GL_PROGRAM_SEPARABLE, &separable);
    543 			gl.getProgramiv(program, GL_LINK_STATUS, &linked);
    544 		}
    545 
    546 		return (program != 0) && (separable == expectedSep) && (linked == expectedLink);
    547 	}
    548 
    549 	IterateResult iterate(void)
    550 	{
    551 		TestLog&			  log = m_testCtx.getLog();
    552 		const glw::Functions& gl  = m_context.getRenderContext().getFunctions();
    553 		int					  i;
    554 		const char*			  srcStrings[10];
    555 		glw::GLuint			  program;
    556 		glw::GLenum			  err;
    557 
    558 		// CreateShaderProgramv verification
    559 		log << TestLog::Message << "Begin:CreateShadProgCase iterate" << TestLog::EndMessage;
    560 
    561 		// vertex shader
    562 		i				= 0;
    563 		srcStrings[i++] = glu::getGLSLVersionDeclaration(m_glslVersion);
    564 		srcStrings[i++] = "\n";
    565 		if (m_glslVersion >= glu::GLSL_VERSION_410)
    566 		{
    567 			srcStrings[i++] = "out gl_PerVertex {\n"
    568 							  "  vec4 gl_Position;\n"
    569 							  "};\n";
    570 		}
    571 		srcStrings[i++] = "in vec4 a_position;\n";
    572 		srcStrings[i++] = "void main ()\n";
    573 		srcStrings[i++] = "{\n";
    574 		srcStrings[i++] = "    gl_Position = a_position;\n";
    575 		srcStrings[i++] = "}\n";
    576 
    577 		program = gl.createShaderProgramv(GL_VERTEX_SHADER, i, srcStrings);
    578 		if (!checkCSProg(gl, program))
    579 		{
    580 			TCU_FAIL("CreateShaderProgramv failed for vertex shader");
    581 		}
    582 
    583 		gl.deleteProgram(program);
    584 
    585 		// Half as many strings
    586 		i				= 0;
    587 		srcStrings[i++] = glu::getGLSLVersionDeclaration(m_glslVersion);
    588 		srcStrings[i++] = "\n";
    589 		if (m_glslVersion >= glu::GLSL_VERSION_410)
    590 		{
    591 			srcStrings[i++] = "out gl_PerVertex {\n"
    592 							  "  vec4 gl_Position;\n"
    593 							  "};\n";
    594 		}
    595 		srcStrings[i++] = "in vec4 a_position;\n"
    596 						  "void main ()\n";
    597 		srcStrings[i++] = "{\n"
    598 						  "    gl_Position = a_position;\n";
    599 		srcStrings[i++] = "}\n";
    600 
    601 		program = gl.createShaderProgramv(GL_VERTEX_SHADER, i, srcStrings);
    602 		if (!checkCSProg(gl, program))
    603 		{
    604 			TCU_FAIL("CreateShaderProgramv failed for vertex shader");
    605 		}
    606 
    607 		gl.deleteProgram(program);
    608 
    609 		// Fragment shader
    610 		i				= 0;
    611 		srcStrings[i++] = glu::getGLSLVersionDeclaration(m_glslVersion);
    612 		srcStrings[i++] = "\nin highp vec4 u_color;\n";
    613 		srcStrings[i++] = "layout(location = 0) out mediump vec4 o_color;\n";
    614 		srcStrings[i++] = "void main ()\n";
    615 		srcStrings[i++] = "{\n";
    616 		srcStrings[i++] = "    o_color = u_color;\n";
    617 		srcStrings[i++] = "}\n";
    618 
    619 		program = gl.createShaderProgramv(GL_FRAGMENT_SHADER, i, srcStrings);
    620 		if (!checkCSProg(gl, program))
    621 		{
    622 			TCU_FAIL("CreateShaderProgramv failed for fragment shader");
    623 		}
    624 
    625 		gl.deleteProgram(program);
    626 
    627 		GLU_EXPECT_NO_ERROR(gl.getError(), "CreateShaderProgramv failed");
    628 
    629 		// Negative Cases
    630 
    631 		// invalid type
    632 		program = gl.createShaderProgramv(GL_MAX_FRAGMENT_UNIFORM_VECTORS, i, srcStrings);
    633 		err		= gl.getError();
    634 		if ((program != 0) || (err != GL_INVALID_ENUM))
    635 		{
    636 			TCU_FAIL("CreateShaderProgramv failed");
    637 		}
    638 
    639 		// Negative count
    640 		program = gl.createShaderProgramv(GL_FRAGMENT_SHADER, -1, srcStrings);
    641 		err		= gl.getError();
    642 		if ((program != 0) || (err != GL_INVALID_VALUE))
    643 		{
    644 			TCU_FAIL("CreateShaderProgramv failed");
    645 		}
    646 
    647 		// source compile error
    648 		i				= 0;
    649 		srcStrings[i++] = glu::getGLSLVersionDeclaration(m_glslVersion);
    650 		srcStrings[i++] = "\nin highp vec4 u_color;\n";
    651 		srcStrings[i++] = "layout(location = 0) out mediump vec4 o_color;\n";
    652 		srcStrings[i++] = "void main ()\n";
    653 		srcStrings[i++] = "{\n";
    654 		srcStrings[i++] = "    o_color = u_color;\n";
    655 
    656 		program = gl.createShaderProgramv(GL_FRAGMENT_SHADER, i, srcStrings);
    657 		// expect valid program and false for link status
    658 		if (!checkCSProg(gl, program, GL_FALSE, GL_FALSE))
    659 		{
    660 			TCU_FAIL("CreateShaderProgramv failed for fragment shader");
    661 		}
    662 		GLU_EXPECT_NO_ERROR(gl.getError(), "CreateShaderProgramv failed");
    663 		gl.deleteProgram(program);
    664 
    665 		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
    666 		return STOP;
    667 	}
    668 
    669 private:
    670 	glu::GLSLVersion m_glslVersion;
    671 };
    672 
    673 // Testcase for glUseProgamStages
    674 class UseProgStagesCase : public TestCase
    675 {
    676 public:
    677 	UseProgStagesCase(Context& context, const char* name, const char* description, glu::GLSLVersion glslVersion)
    678 		: TestCase(context, name, description), m_glslVersion(glslVersion)
    679 	{
    680 	}
    681 
    682 	~UseProgStagesCase(void)
    683 	{
    684 	}
    685 
    686 	IterateResult iterate(void)
    687 	{
    688 		TestLog&			  log = m_testCtx.getLog();
    689 		const glw::Functions& gl  = m_context.getRenderContext().getFunctions();
    690 		glw::GLenum			  err;
    691 		glw::GLuint			  pipeline;
    692 		glw::GLuint			  progIdV, progIdF;
    693 		glw::GLuint			  programVtx, programFrag;
    694 		const char*			  shaderSrc[1];
    695 		std::string			  vtx;
    696 		std::string			  frag;
    697 		glw::GLint			  linkStatus;
    698 
    699 		vtx  = generateBasicVertexSrc(m_glslVersion);
    700 		frag = generateBasicFragmentSrc(m_glslVersion);
    701 
    702 		// UseProgramStages verification
    703 		log << TestLog::Message << "Begin:UseProgStagesCase iterate" << TestLog::EndMessage;
    704 
    705 		gl.genProgramPipelines(1, &pipeline);
    706 		gl.bindProgramPipeline(pipeline);
    707 
    708 		// Use Vertex Shader
    709 		shaderSrc[0] = vtx.c_str();
    710 		programVtx   = gl.createShaderProgramv(GL_VERTEX_SHADER, 1, shaderSrc);
    711 
    712 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programVtx);
    713 		gl.getProgramPipelineiv(pipeline, GL_VERTEX_SHADER, (glw::GLint*)&progIdV);
    714 		gl.getProgramPipelineiv(pipeline, GL_FRAGMENT_SHADER, (glw::GLint*)&progIdF);
    715 		if ((programVtx == 0) || (progIdV != programVtx) || (progIdF != 0))
    716 		{
    717 			TCU_FAIL("UseProgramStages failed");
    718 		}
    719 		GLU_EXPECT_NO_ERROR(gl.getError(), "UseProgramStages failed");
    720 
    721 		// Use Fragment Shader
    722 		shaderSrc[0] = frag.c_str();
    723 		programFrag  = gl.createShaderProgramv(GL_FRAGMENT_SHADER, 1, shaderSrc);
    724 
    725 		gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programFrag);
    726 		gl.getProgramPipelineiv(pipeline, GL_FRAGMENT_SHADER, (glw::GLint*)&progIdF);
    727 		if ((programFrag == 0) || (progIdF != programFrag) || (progIdF == progIdV))
    728 		{
    729 			TCU_FAIL("UseProgramStages failed");
    730 		}
    731 
    732 		// Reset stages
    733 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0);
    734 		gl.getProgramPipelineiv(pipeline, GL_VERTEX_SHADER, (glw::GLint*)&progIdV);
    735 		gl.getProgramPipelineiv(pipeline, GL_FRAGMENT_SHADER, (glw::GLint*)&progIdF);
    736 		if ((progIdV != 0) || (progIdF != 0))
    737 		{
    738 			TCU_FAIL("UseProgramStages failed");
    739 		}
    740 
    741 		// One program for both.
    742 		glu::ShaderProgram progVF(m_context.getRenderContext(), glu::makeVtxFragSources(vtx.c_str(), frag.c_str()));
    743 
    744 		// Make separable and relink
    745 		gl.programParameteri(progVF.getProgram(), GL_PROGRAM_SEPARABLE, GL_TRUE);
    746 		gl.linkProgram(progVF.getProgram());
    747 		gl.getProgramiv(progVF.getProgram(), GL_LINK_STATUS, &linkStatus);
    748 		if (linkStatus != 1)
    749 		{
    750 			TCU_FAIL("UseProgramStages failed");
    751 		}
    752 		GLU_EXPECT_NO_ERROR(gl.getError(), "UseProgramStages failed");
    753 
    754 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, progVF.getProgram());
    755 		gl.getProgramPipelineiv(pipeline, GL_VERTEX_SHADER, (glw::GLint*)&progIdV);
    756 		gl.getProgramPipelineiv(pipeline, GL_FRAGMENT_SHADER, (glw::GLint*)&progIdF);
    757 		if ((progIdV != progVF.getProgram()) || (progIdV != progIdF))
    758 		{
    759 			TCU_FAIL("UseProgramStages failed");
    760 		}
    761 		GLU_EXPECT_NO_ERROR(gl.getError(), "UseProgramStages failed");
    762 
    763 		// Use a fragment program with vertex bit
    764 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, 0);
    765 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programFrag);
    766 		GLU_EXPECT_NO_ERROR(gl.getError(), "UseProgramStages failed");
    767 
    768 		// Unbound pipeline
    769 		gl.bindProgramPipeline(0);
    770 		gl.deleteProgramPipelines(1, &pipeline);
    771 		pipeline = 0;
    772 		gl.genProgramPipelines(1, &pipeline);
    773 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programVtx);
    774 		gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programFrag);
    775 		gl.getProgramPipelineiv(pipeline, GL_VERTEX_SHADER, (glw::GLint*)&progIdV);
    776 		gl.getProgramPipelineiv(pipeline, GL_FRAGMENT_SHADER, (glw::GLint*)&progIdF);
    777 		if ((progIdV != programVtx) || (progIdF != programFrag))
    778 		{
    779 			TCU_FAIL("UseProgramStages failed");
    780 		}
    781 		GLU_EXPECT_NO_ERROR(gl.getError(), "UseProgramStages failed");
    782 
    783 		// Negative Cases
    784 
    785 		// Invalid stages
    786 		gl.useProgramStages(pipeline, GL_ALL_SHADER_BITS ^ (GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT), programVtx);
    787 		err = gl.getError();
    788 		if (err != GL_INVALID_VALUE)
    789 		{
    790 			TCU_FAIL("UseProgramStages failed");
    791 		}
    792 
    793 		// Program that is not separable
    794 		gl.programParameteri(progVF.getProgram(), GL_PROGRAM_SEPARABLE, GL_FALSE);
    795 		gl.linkProgram(progVF.getProgram());
    796 		gl.getProgramiv(progVF.getProgram(), GL_LINK_STATUS, &linkStatus);
    797 		if (linkStatus != 1)
    798 		{
    799 			TCU_FAIL("UseProgramStages failed");
    800 		}
    801 		GLU_EXPECT_NO_ERROR(gl.getError(), "UseProgramStages failed");
    802 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, progVF.getProgram());
    803 		err = gl.getError();
    804 		if (err != GL_INVALID_OPERATION)
    805 		{
    806 			TCU_FAIL("UseProgramStages failed");
    807 		}
    808 
    809 		// Program that is not successfully linked
    810 		// remove the main keyword
    811 		std::string  fragNoMain = frag;
    812 		unsigned int pos		= (unsigned int)fragNoMain.find("main");
    813 		fragNoMain.replace(pos, 4, "niaM");
    814 		glu::ShaderProgram progNoLink(m_context.getRenderContext(),
    815 									  glu::makeVtxFragSources(vtx.c_str(), fragNoMain.c_str()));
    816 
    817 		gl.programParameteri(progNoLink.getProgram(), GL_PROGRAM_SEPARABLE, GL_TRUE);
    818 		gl.linkProgram(progNoLink.getProgram());
    819 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, progNoLink.getProgram());
    820 		err = gl.getError();
    821 		if (err != GL_INVALID_OPERATION)
    822 		{
    823 			TCU_FAIL("UseProgramStages failed");
    824 		}
    825 
    826 		// Invalid pipeline
    827 		gl.useProgramStages(pipeline + 1000, GL_VERTEX_SHADER_BIT, programVtx);
    828 		err = gl.getError();
    829 		if (err != GL_INVALID_OPERATION)
    830 		{
    831 			TCU_FAIL("UseProgramStages failed");
    832 		}
    833 
    834 		// Invalid pipeline
    835 		gl.deleteProgramPipelines(1, &pipeline);
    836 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programVtx);
    837 		err = gl.getError();
    838 		if (err != GL_INVALID_OPERATION)
    839 		{
    840 			TCU_FAIL("UseProgramStages failed");
    841 		}
    842 
    843 		gl.deleteProgram(programVtx);
    844 		gl.deleteProgram(programFrag);
    845 
    846 		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
    847 		return STOP;
    848 	}
    849 
    850 private:
    851 	glu::GLSLVersion m_glslVersion;
    852 };
    853 
    854 // Testcase for pipeline api
    855 class PipelineApiCase : public TestCase
    856 {
    857 public:
    858 	PipelineApiCase(Context& context, const char* name, const char* description, glu::GLSLVersion glslVersion)
    859 		: TestCase(context, name, description), m_glslVersion(glslVersion)
    860 	{
    861 	}
    862 
    863 	~PipelineApiCase(void)
    864 	{
    865 	}
    866 
    867 	// Validate glGetProgramPipelineInfoLog
    868 	void checkProgInfoLog(const glw::Functions& gl, GLuint pipeline)
    869 	{
    870 		glw::GLint   value;
    871 		glw::GLsizei bufSize;
    872 		glw::GLsizei length;
    873 		glw::GLenum  err;
    874 
    875 		gl.getProgramPipelineiv(pipeline, GL_INFO_LOG_LENGTH, &value);
    876 		std::vector<char> infoLogBuf(value + 1);
    877 
    878 		bufSize = 0;
    879 		gl.getProgramPipelineInfoLog(pipeline, bufSize, &length, &infoLogBuf[0]);
    880 		GLU_EXPECT_NO_ERROR(gl.getError(), "GetProgramPipelineInfoLog failed");
    881 
    882 		bufSize = value / 2; // read half the log
    883 		gl.getProgramPipelineInfoLog(pipeline, bufSize, &length, &infoLogBuf[0]);
    884 		if ((bufSize != 0) && (bufSize != length + 1))
    885 		{
    886 			TCU_FAIL("GetProgramPipelineInfoLog failed");
    887 		}
    888 		bufSize = value;
    889 		gl.getProgramPipelineInfoLog(pipeline, bufSize, &length, &infoLogBuf[0]);
    890 		if ((bufSize != 0) && (bufSize != length + 1))
    891 		{
    892 			TCU_FAIL("GetProgramPipelineInfoLog failed");
    893 		}
    894 
    895 		// Negative case for GetProgramPipelineInfoLog
    896 
    897 		gl.getProgramPipelineInfoLog(pipeline + 101, bufSize, &length, &infoLogBuf[0]);
    898 		err = gl.getError();
    899 		if (err != GL_INVALID_VALUE)
    900 		{
    901 			TCU_FAIL("GetProgramPipelineInfoLog failed");
    902 		}
    903 	}
    904 
    905 	IterateResult iterate(void)
    906 	{
    907 		TestLog&			  log = m_testCtx.getLog();
    908 		const glw::Functions& gl  = m_context.getRenderContext().getFunctions();
    909 		glw::GLenum			  err;
    910 		const int			  maxpipelines = 10;
    911 		glw::GLuint			  pipelines[maxpipelines];
    912 		std::string			  vtx;
    913 		std::string			  frag;
    914 		glw::GLint			  linkStatus;
    915 		glw::GLuint			  value;
    916 
    917 		vtx  = generateBasicVertexSrc(m_glslVersion);
    918 		frag = generateBasicFragmentSrc(m_glslVersion);
    919 
    920 		// Pipeline API verification
    921 		log << TestLog::Message << "Begin:PipelineApiCase iterate" << TestLog::EndMessage;
    922 
    923 		glu::ShaderProgram progVF(m_context.getRenderContext(), glu::makeVtxFragSources(vtx.c_str(), frag.c_str()));
    924 
    925 		// Make separable and relink
    926 		gl.programParameteri(progVF.getProgram(), GL_PROGRAM_SEPARABLE, GL_TRUE);
    927 		gl.linkProgram(progVF.getProgram());
    928 		gl.getProgramiv(progVF.getProgram(), GL_LINK_STATUS, &linkStatus);
    929 		if (linkStatus != 1)
    930 		{
    931 			TCU_FAIL("LinkProgram failed");
    932 		}
    933 
    934 		gl.genProgramPipelines(1, pipelines);
    935 
    936 		// ActiveShaderProgram
    937 		gl.activeShaderProgram(pipelines[0], progVF.getProgram());
    938 		GLU_EXPECT_NO_ERROR(gl.getError(), "ActiveShaderProgram failed");
    939 
    940 		// Negative cases for ActiveShaderProgram
    941 
    942 		// Nonexistent program
    943 		gl.activeShaderProgram(pipelines[0], progVF.getProgram() + 100);
    944 		err = gl.getError();
    945 		if (err != GL_INVALID_VALUE)
    946 		{
    947 			TCU_FAIL("ActiveShaderProgram failed");
    948 		}
    949 		gl.getProgramPipelineiv(pipelines[0], GL_ACTIVE_PROGRAM, (glw::GLint*)&value);
    950 		if (value != progVF.getProgram())
    951 		{
    952 			TCU_FAIL("ActiveShaderProgram failed");
    953 		}
    954 
    955 		// Deleted pipeline
    956 		gl.deleteProgramPipelines(1, pipelines);
    957 		gl.activeShaderProgram(pipelines[0], progVF.getProgram());
    958 		err = gl.getError();
    959 		if (err != GL_INVALID_OPERATION)
    960 		{
    961 			TCU_FAIL("ActiveShaderProgram failed");
    962 		}
    963 
    964 		// GenProgramPipeline
    965 
    966 		gl.genProgramPipelines(2, &pipelines[0]);
    967 		gl.genProgramPipelines(3, &pipelines[2]);
    968 		gl.genProgramPipelines(5, &pipelines[5]);
    969 
    970 		for (int i = 0; i < maxpipelines; i++)
    971 		{
    972 			gl.bindProgramPipeline(pipelines[i]); // has to be bound to be recognized
    973 			if (!gl.isProgramPipeline(pipelines[i]))
    974 			{
    975 				TCU_FAIL("GenProgramPipelines failed");
    976 			}
    977 		}
    978 		gl.deleteProgramPipelines(maxpipelines, pipelines);
    979 
    980 		// BindProgramPipeline
    981 
    982 		gl.genProgramPipelines(2, pipelines);
    983 		gl.bindProgramPipeline(pipelines[0]);
    984 		gl.getIntegerv(GL_PROGRAM_PIPELINE_BINDING, (glw::GLint*)&value);
    985 		if (value != pipelines[0])
    986 		{
    987 			TCU_FAIL("BindProgramPipeline failed");
    988 		}
    989 		gl.bindProgramPipeline(pipelines[1]);
    990 		gl.getIntegerv(GL_PROGRAM_PIPELINE_BINDING, (glw::GLint*)&value);
    991 		if (value != pipelines[1])
    992 		{
    993 			TCU_FAIL("BindProgramPipeline failed");
    994 		}
    995 		GLU_EXPECT_NO_ERROR(gl.getError(), "BindProgramPipeline failed");
    996 
    997 		// Negative Case for BindProgramPipeline
    998 
    999 		gl.bindProgramPipeline(pipelines[2]); // deleted pipeline
   1000 		gl.getIntegerv(GL_PROGRAM_PIPELINE_BINDING, (glw::GLint*)&value);
   1001 		err = gl.getError();
   1002 		if ((err != GL_INVALID_OPERATION) || (value != pipelines[1]))
   1003 		{
   1004 			TCU_FAIL("BindProgramPipeline failed");
   1005 		}
   1006 
   1007 		// DeleteProgramPipelines
   1008 
   1009 		gl.genProgramPipelines(8, &pipelines[2]); // back to 10 total
   1010 		gl.deleteProgramPipelines(2, &pipelines[8]);
   1011 		gl.deleteProgramPipelines(3, &pipelines[5]);
   1012 		pipelines[9] = 0;
   1013 		gl.deleteProgramPipelines(maxpipelines, pipelines); // 5 good, 4 deleted, 1 zero
   1014 		gl.deleteProgramPipelines(0, pipelines);
   1015 		GLU_EXPECT_NO_ERROR(gl.getError(), "DeleteProgramPipelines failed");
   1016 		for (int i = 0; i < maxpipelines; i++)
   1017 		{
   1018 			if (gl.isProgramPipeline(pipelines[i]))
   1019 			{
   1020 				TCU_FAIL("DeleteProgramPipelines failed");
   1021 			}
   1022 		}
   1023 		gl.getIntegerv(GL_PROGRAM_PIPELINE_BINDING, (glw::GLint*)&value);
   1024 		if (value != 0)
   1025 		{
   1026 			TCU_FAIL("DeleteProgramPipelines failed");
   1027 		}
   1028 
   1029 		// IsProgramPipeline
   1030 
   1031 		pipelines[1] = 0x1000;
   1032 		pipelines[2] += 100;
   1033 		for (int i = 0; i < 3; i++)
   1034 		{
   1035 			// 1 deleted and 2 bogus values
   1036 			if (gl.isProgramPipeline(pipelines[i]))
   1037 			{
   1038 				TCU_FAIL("IsProgramPipeline failed");
   1039 			}
   1040 		}
   1041 		gl.genProgramPipelines(1, pipelines);
   1042 		if (gl.isProgramPipeline(pipelines[0]))
   1043 		{
   1044 			TCU_FAIL("IsProgramPipeline failed");
   1045 		}
   1046 		gl.deleteProgramPipelines(1, pipelines);
   1047 		GLU_EXPECT_NO_ERROR(gl.getError(), "IsProgramPipeline failed");
   1048 
   1049 		// ProgramParameteri PROGRAM_SEPARABLE
   1050 		// NOTE: The query for PROGRAM_SEPARABLE must query latched
   1051 		//       state. In other words, the state of the binary after
   1052 		//       it was linked. So in the tests below, the queries
   1053 		//       should return the default state GL_FALSE since the
   1054 		//       program has no linked binary.
   1055 
   1056 		glw::GLuint programSep = gl.createProgram();
   1057 		int			separable;
   1058 		gl.programParameteri(programSep, GL_PROGRAM_SEPARABLE, GL_TRUE);
   1059 		gl.getProgramiv(programSep, GL_PROGRAM_SEPARABLE, &separable);
   1060 		if (separable != GL_FALSE)
   1061 		{
   1062 			TCU_FAIL("programParameteri PROGRAM_SEPARABLE failed");
   1063 		}
   1064 		gl.programParameteri(programSep, GL_PROGRAM_SEPARABLE, GL_FALSE);
   1065 		gl.getProgramiv(programSep, GL_PROGRAM_SEPARABLE, &separable);
   1066 		if (separable != 0)
   1067 		{
   1068 			TCU_FAIL("programParameteri PROGRAM_SEPARABLE failed");
   1069 		}
   1070 
   1071 		// Negative Case for ProgramParameteri PROGRAM_SEPARABLE
   1072 
   1073 		gl.deleteProgram(programSep);
   1074 		gl.programParameteri(programSep, GL_PROGRAM_SEPARABLE, GL_TRUE);
   1075 		err = gl.getError();
   1076 		if (err != GL_INVALID_VALUE)
   1077 		{
   1078 			TCU_FAIL("programParameteri PROGRAM_SEPARABLE failed");
   1079 		}
   1080 		gl.programParameteri(progVF.getProgram(), GL_PROGRAM_SEPARABLE, 501);
   1081 		err = gl.getError();
   1082 		if (err != GL_INVALID_VALUE)
   1083 		{
   1084 			TCU_FAIL("programParameteri PROGRAM_SEPARABLE failed");
   1085 		}
   1086 
   1087 		// GetProgramPipelineiv
   1088 
   1089 		gl.genProgramPipelines(1, pipelines);
   1090 		gl.getProgramPipelineiv(pipelines[0], GL_ACTIVE_PROGRAM, (glw::GLint*)&value);
   1091 		if (value != 0)
   1092 		{
   1093 			TCU_FAIL("GetProgramPipelineiv failed for ACTIVE_PROGRAM");
   1094 		}
   1095 		gl.getProgramPipelineiv(pipelines[0], GL_VERTEX_SHADER, (glw::GLint*)&value);
   1096 		if (value != 0)
   1097 		{
   1098 			TCU_FAIL("GetProgramPipelineiv failed for VERTEX_SHADER");
   1099 		}
   1100 		gl.getProgramPipelineiv(pipelines[0], GL_FRAGMENT_SHADER, (glw::GLint*)&value);
   1101 		if (value != 0)
   1102 		{
   1103 			TCU_FAIL("GetProgramPipelineiv failed for FRAGMENT_SHADER");
   1104 		}
   1105 		gl.getProgramPipelineiv(pipelines[0], GL_VALIDATE_STATUS, (glw::GLint*)&value);
   1106 		if (value != 0)
   1107 		{
   1108 			TCU_FAIL("GetProgramPipelineiv failed for VALIDATE_STATUS");
   1109 		}
   1110 		gl.getProgramPipelineiv(pipelines[0], GL_INFO_LOG_LENGTH, (glw::GLint*)&value);
   1111 		if (value != 0)
   1112 		{
   1113 			TCU_FAIL("GetProgramPipelineiv failed for INFO_LOG_LENGTH");
   1114 		}
   1115 		GLU_EXPECT_NO_ERROR(gl.getError(), "GetProgramPipelineiv failed");
   1116 
   1117 		// Negative Case for GetProgramPipelineiv
   1118 
   1119 		gl.deleteProgramPipelines(1, pipelines);
   1120 		gl.getProgramPipelineiv(pipelines[0], GL_ACTIVE_PROGRAM, (glw::GLint*)&value);
   1121 		err = gl.getError();
   1122 		if (err != GL_INVALID_OPERATION)
   1123 		{
   1124 			TCU_FAIL("GetProgramPipelineiv failed for ACTIVE_PROGRAM");
   1125 		}
   1126 
   1127 		// ValidateProgramPipeline
   1128 
   1129 		gl.genProgramPipelines(1, pipelines); // Unvalidated
   1130 		gl.getProgramPipelineiv(pipelines[0], GL_VALIDATE_STATUS, (glw::GLint*)&value);
   1131 		if (value != 0)
   1132 		{
   1133 			TCU_FAIL("ValidateProgramPipeline failed");
   1134 		}
   1135 
   1136 		gl.validateProgramPipeline(pipelines[0]); // Not bound yet
   1137 		gl.getProgramPipelineiv(pipelines[0], GL_VALIDATE_STATUS, (glw::GLint*)&value);
   1138 		if (value != 0)
   1139 		{
   1140 			TCU_FAIL("ValidateProgramPipeline failed");
   1141 		}
   1142 
   1143 		gl.bindProgramPipeline(pipelines[0]);
   1144 
   1145 		gl.validateProgramPipeline(pipelines[0]); // Still empty program pipeline.
   1146 		gl.getProgramPipelineiv(pipelines[0], GL_VALIDATE_STATUS, (glw::GLint*)&value);
   1147 		if (value != 0)
   1148 		{
   1149 			TCU_FAIL("ValidateProgramPipeline failed with empty program pipeline");
   1150 		}
   1151 
   1152 		gl.useProgramStages(pipelines[0], GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, progVF.getProgram());
   1153 		gl.validateProgramPipeline(pipelines[0]);
   1154 		gl.getProgramPipelineiv(pipelines[0], GL_VALIDATE_STATUS, (glw::GLint*)&value);
   1155 		if (value != 1)
   1156 		{
   1157 			TCU_FAIL("ValidateProgramPipeline failed");
   1158 		}
   1159 
   1160 		// GetProgramPipelineInfoLog
   1161 		checkProgInfoLog(gl, pipelines[0]);
   1162 
   1163 		// ValidateProgramPipeline additional
   1164 		// Relink the bound separable program as not separable
   1165 		gl.programParameteri(progVF.getProgram(), GL_PROGRAM_SEPARABLE, GL_FALSE);
   1166 		gl.linkProgram(progVF.getProgram());
   1167 		err = gl.getError();
   1168 		gl.validateProgramPipeline(pipelines[0]);
   1169 		gl.getProgramPipelineiv(pipelines[0], GL_VALIDATE_STATUS, (glw::GLint*)&value);
   1170 		if (value != 0)
   1171 		{
   1172 			TCU_FAIL("ValidateProgramPipeline failed");
   1173 		}
   1174 		GLU_EXPECT_NO_ERROR(gl.getError(), "ValidateProgramPipeline failed");
   1175 
   1176 		// GetProgramPipelineInfoLog
   1177 		checkProgInfoLog(gl, pipelines[0]);
   1178 
   1179 		// Negative Case for ValidateProgramPipeline
   1180 
   1181 		gl.deleteProgramPipelines(1, pipelines);
   1182 		gl.validateProgramPipeline(pipelines[0]);
   1183 		err = gl.getError();
   1184 		if (err != GL_INVALID_OPERATION)
   1185 		{
   1186 			TCU_FAIL("ValidateProgramPipeline failed");
   1187 		}
   1188 
   1189 		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
   1190 		return STOP;
   1191 	}
   1192 
   1193 private:
   1194 	glu::GLSLVersion m_glslVersion;
   1195 };
   1196 
   1197 // Testcase for glProgramUniform
   1198 class ProgramUniformCase : public TestCase
   1199 {
   1200 public:
   1201 	ProgramUniformCase(Context& context, const char* name, const char* description, glu::GLSLVersion glslVersion)
   1202 		: TestCase(context, name, description), m_glslVersion(glslVersion)
   1203 	{
   1204 	}
   1205 
   1206 	~ProgramUniformCase(void)
   1207 	{
   1208 	}
   1209 
   1210 	bool isDataTypeSquareMatrix(glu::DataType dtyp)
   1211 	{
   1212 		return (dtyp == glu::TYPE_FLOAT_MAT2) || (dtyp == glu::TYPE_FLOAT_MAT3) || (dtyp == glu::TYPE_FLOAT_MAT4);
   1213 	}
   1214 
   1215 	// outFragSrc will hold a fragment program that is DataType specific
   1216 	void generateUniformFragSrc(std::string& outFragSrc, glu::GLSLVersion glslVersion, glu::DataType dType)
   1217 	{
   1218 		std::ostringstream fragSrc;
   1219 
   1220 		fragSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   1221 		if (isDataTypeMatrix(dType) && isDataTypeSquareMatrix(dType))
   1222 		{
   1223 			fragSrc << s_unifFragSquareMatShaderSrc;
   1224 		}
   1225 		else if (isDataTypeMatrix(dType) && !isDataTypeSquareMatrix(dType))
   1226 		{
   1227 			fragSrc << s_unifFragNonSquareMatShaderSrc;
   1228 		}
   1229 		else
   1230 		{
   1231 			fragSrc << s_unifFragShaderSrc;
   1232 		}
   1233 
   1234 		std::map<std::string, std::string> params;
   1235 
   1236 		if (dType == glu::TYPE_INT)
   1237 		{
   1238 			params.insert(std::pair<std::string, std::string>("SCALAR_TYPE", "int"));
   1239 			params.insert(std::pair<std::string, std::string>("VECTOR_TYPE", "ivec"));
   1240 			params.insert(std::pair<std::string, std::string>("SFX", ""));
   1241 		}
   1242 		else if (dType == glu::TYPE_UINT)
   1243 		{
   1244 			params.insert(std::pair<std::string, std::string>("SCALAR_TYPE", "uint"));
   1245 			params.insert(std::pair<std::string, std::string>("VECTOR_TYPE", "uvec"));
   1246 			params.insert(std::pair<std::string, std::string>("SFX", "u"));
   1247 		}
   1248 		else if (dType == glu::TYPE_FLOAT)
   1249 		{
   1250 			params.insert(std::pair<std::string, std::string>("SCALAR_TYPE", "float"));
   1251 			params.insert(std::pair<std::string, std::string>("VECTOR_TYPE", "vec"));
   1252 			params.insert(std::pair<std::string, std::string>("SFX", ".0"));
   1253 		}
   1254 
   1255 		tcu::StringTemplate fragTmpl(fragSrc.str().c_str());
   1256 		outFragSrc = fragTmpl.specialize(params);
   1257 	}
   1258 
   1259 	// Set the integer programUniforms
   1260 	void progUniformi(const glw::Functions& gl, glw::GLuint prog, int arraySize, int* location, int* value)
   1261 	{
   1262 		gl.programUniform1i(prog, location[0], value[0]);
   1263 		value += 1;
   1264 		gl.programUniform2i(prog, location[1], value[0], value[1]);
   1265 		value += 2;
   1266 		gl.programUniform3i(prog, location[2], value[0], value[1], value[2]);
   1267 		value += 3;
   1268 		gl.programUniform4i(prog, location[3], value[0], value[1], value[2], value[3]);
   1269 		value += 4;
   1270 
   1271 		gl.programUniform1iv(prog, location[4], arraySize, value);
   1272 		value += 1 * arraySize;
   1273 		gl.programUniform2iv(prog, location[6], arraySize, value);
   1274 		value += 2 * arraySize;
   1275 		gl.programUniform3iv(prog, location[8], arraySize, value);
   1276 		value += 3 * arraySize;
   1277 		gl.programUniform4iv(prog, location[10], arraySize, value);
   1278 	}
   1279 
   1280 	// Set the unsigned integer programUniforms
   1281 	void progUniformui(const glw::Functions& gl, glw::GLuint prog, int arraySize, int* location, unsigned int* value)
   1282 	{
   1283 		gl.programUniform1ui(prog, location[0], value[0]);
   1284 		value += 1;
   1285 		gl.programUniform2ui(prog, location[1], value[0], value[1]);
   1286 		value += 2;
   1287 		gl.programUniform3ui(prog, location[2], value[0], value[1], value[2]);
   1288 		value += 3;
   1289 		gl.programUniform4ui(prog, location[3], value[0], value[1], value[2], value[3]);
   1290 		value += 4;
   1291 
   1292 		gl.programUniform1uiv(prog, location[4], arraySize, value);
   1293 		value += 1 * arraySize;
   1294 		gl.programUniform2uiv(prog, location[6], arraySize, value);
   1295 		value += 2 * arraySize;
   1296 		gl.programUniform3uiv(prog, location[8], arraySize, value);
   1297 		value += 3 * arraySize;
   1298 		gl.programUniform4uiv(prog, location[10], arraySize, value);
   1299 	}
   1300 
   1301 	// Set the float programUniforms
   1302 	void progUniformf(const glw::Functions& gl, glw::GLuint prog, int arraySize, int* location, float* value)
   1303 	{
   1304 		gl.programUniform1f(prog, location[0], value[0]);
   1305 		value += 1;
   1306 		gl.programUniform2f(prog, location[1], value[0], value[1]);
   1307 		value += 2;
   1308 		gl.programUniform3f(prog, location[2], value[0], value[1], value[2]);
   1309 		value += 3;
   1310 		gl.programUniform4f(prog, location[3], value[0], value[1], value[2], value[3]);
   1311 		value += 4;
   1312 
   1313 		gl.programUniform1fv(prog, location[4], arraySize, value);
   1314 		value += 1 * arraySize;
   1315 		gl.programUniform2fv(prog, location[6], arraySize, value);
   1316 		value += 2 * arraySize;
   1317 		gl.programUniform3fv(prog, location[8], arraySize, value);
   1318 		value += 3 * arraySize;
   1319 		gl.programUniform4fv(prog, location[10], arraySize, value);
   1320 	}
   1321 
   1322 	// Set the integer uniforms with conventional glUniformi
   1323 	void activeUniformi(const glw::Functions& gl, int arraySize, int* location, int* value)
   1324 	{
   1325 		gl.uniform1i(location[0], value[0]);
   1326 		value += 1;
   1327 		gl.uniform2i(location[1], value[0], value[1]);
   1328 		value += 2;
   1329 		gl.uniform3i(location[2], value[0], value[1], value[2]);
   1330 		value += 3;
   1331 		gl.uniform4i(location[3], value[0], value[1], value[2], value[3]);
   1332 		value += 4;
   1333 
   1334 		gl.uniform1iv(location[4], arraySize, value);
   1335 		value += 1 * arraySize;
   1336 		gl.uniform2iv(location[6], arraySize, value);
   1337 		value += 2 * arraySize;
   1338 		gl.uniform3iv(location[8], arraySize, value);
   1339 		value += 3 * arraySize;
   1340 		gl.uniform4iv(location[10], arraySize, value);
   1341 	}
   1342 
   1343 	// Set the unsigned integer uniforms with conventional glUniformui
   1344 	void activeUniformui(const glw::Functions& gl, int arraySize, int* location, unsigned int* value)
   1345 	{
   1346 		gl.uniform1ui(location[0], value[0]);
   1347 		value += 1;
   1348 		gl.uniform2ui(location[1], value[0], value[1]);
   1349 		value += 2;
   1350 		gl.uniform3ui(location[2], value[0], value[1], value[2]);
   1351 		value += 3;
   1352 		gl.uniform4ui(location[3], value[0], value[1], value[2], value[3]);
   1353 		value += 4;
   1354 
   1355 		gl.uniform1uiv(location[4], arraySize, value);
   1356 		value += 1 * arraySize;
   1357 		gl.uniform2uiv(location[6], arraySize, value);
   1358 		value += 2 * arraySize;
   1359 		gl.uniform3uiv(location[8], arraySize, value);
   1360 		value += 3 * arraySize;
   1361 		gl.uniform4uiv(location[10], arraySize, value);
   1362 	}
   1363 
   1364 	// Set the float uniforms with conventional glUniformui
   1365 	void activeUniformf(const glw::Functions& gl, int arraySize, int* location, float* value)
   1366 	{
   1367 		gl.uniform1f(location[0], value[0]);
   1368 		value += 1;
   1369 		gl.uniform2f(location[1], value[0], value[1]);
   1370 		value += 2;
   1371 		gl.uniform3f(location[2], value[0], value[1], value[2]);
   1372 		value += 3;
   1373 		gl.uniform4f(location[3], value[0], value[1], value[2], value[3]);
   1374 		value += 4;
   1375 
   1376 		gl.uniform1fv(location[4], arraySize, value);
   1377 		value += 1 * arraySize;
   1378 		gl.uniform2fv(location[6], arraySize, value);
   1379 		value += 2 * arraySize;
   1380 		gl.uniform3fv(location[8], arraySize, value);
   1381 		value += 3 * arraySize;
   1382 		gl.uniform4fv(location[10], arraySize, value);
   1383 	}
   1384 
   1385 	// Call programUniform and verify for non-Matrix uniforms
   1386 	// Two programs are verified independently and against each other
   1387 	bool setAndCompareUniforms(glw::GLuint pipeline, glw::GLuint programA, glw::GLuint programB, glu::DataType dType,
   1388 							   int seed)
   1389 	{
   1390 		TestLog&			  log = m_testCtx.getLog();
   1391 		const glw::Functions& gl  = m_context.getRenderContext().getFunctions();
   1392 		// The fragment shader has defined uniforms of type:
   1393 		// scalar, vec2, vec3, vec4, and then length 2 arrays of
   1394 		// scalar, vec2, vec3, and vec4.
   1395 		// 4 uniforms in array form and 4 not in arrays.
   1396 		// We query a total of 12 uniform locations
   1397 		const int nonarrayUnifCount = 4;
   1398 		const int arrayUnifCount	= 4;
   1399 		const int arraySize			= 2;
   1400 		const int locationCount		= nonarrayUnifCount + arraySize * arrayUnifCount;
   1401 		// dwordCount represents the number of dwords to compare for each uniform location
   1402 		// scalar, vec2, vec3, vec4, scalar[0], scalar[1], vec2[0], vec2[1], etc.
   1403 		const int  dwordCount[locationCount] = { 1, 2, 3, 4, 1, 1, 2, 2, 3, 3, 4, 4 };
   1404 		glw::GLint locationA[locationCount];
   1405 		glw::GLint locationB[locationCount];
   1406 		// The total amount of data the uniforms take up: 1+2+3+4 + 2*(1+2+3+4)
   1407 		const int	udataCount = 30;
   1408 		unsigned int udata[udataCount]; //
   1409 		int*		 data  = (int*)&udata[0];
   1410 		float*		 fdata = (float*)&udata[0];
   1411 		int			 i, j, k;
   1412 		std::string  uniformBaseName("uVal");
   1413 
   1414 		// ProgramUniform API verification
   1415 		log << TestLog::Message << "Begin:ProgramUniformCase iterate" << TestLog::EndMessage;
   1416 
   1417 		// get uniform locations
   1418 		// scalar and vec uniforms
   1419 		for (i = 0; i < nonarrayUnifCount; i++)
   1420 		{
   1421 			string name  = uniformBaseName + de::toString(i);
   1422 			locationA[i] = gl.getUniformLocation(programA, name.c_str());
   1423 			locationB[i] = gl.getUniformLocation(programB, name.c_str());
   1424 		}
   1425 		// uniform arrays
   1426 		for (j = 0; j < arrayUnifCount; j++)
   1427 		{
   1428 			for (k = 0; k < arraySize; k++)
   1429 			{
   1430 				string name  = uniformBaseName + de::toString(nonarrayUnifCount + j) + "[" + de::toString(k) + "]";
   1431 				locationA[i] = gl.getUniformLocation(programA, name.c_str());
   1432 				locationB[i] = gl.getUniformLocation(programB, name.c_str());
   1433 				i++;
   1434 			}
   1435 		}
   1436 
   1437 		// seed data buffer with unique values
   1438 		if (dType == glu::TYPE_FLOAT)
   1439 		{
   1440 			for (i = 0; i < udataCount; i++)
   1441 			{
   1442 				fdata[i] = (float)(seed + i);
   1443 			}
   1444 		}
   1445 		else
   1446 		{
   1447 			for (i = 0; i < udataCount; i++)
   1448 			{
   1449 				data[i] = seed + i;
   1450 			}
   1451 		}
   1452 
   1453 		// set uniforms in program A
   1454 		if (dType == glu::TYPE_INT)
   1455 		{
   1456 			progUniformi(gl, programA, arraySize, locationA, data);
   1457 		}
   1458 		else if (dType == glu::TYPE_UINT)
   1459 		{
   1460 			progUniformui(gl, programA, arraySize, locationA, udata);
   1461 		}
   1462 		else if (dType == glu::TYPE_FLOAT)
   1463 		{
   1464 			progUniformf(gl, programA, arraySize, locationA, fdata);
   1465 		}
   1466 
   1467 		// get and compare uniforms
   1468 		unsigned int* uValue = &udata[0];
   1469 		for (i = 0; i < nonarrayUnifCount + arraySize * arrayUnifCount; i++)
   1470 		{
   1471 			unsigned int retValA[4], retValB[4];
   1472 
   1473 			if (dType == glu::TYPE_INT)
   1474 			{
   1475 				gl.getUniformiv(programA, locationA[i], (int*)&retValA[0]);
   1476 				gl.getUniformiv(programB, locationB[i], (int*)&retValB[0]);
   1477 			}
   1478 			else if (dType == glu::TYPE_UINT)
   1479 			{
   1480 				gl.getUniformuiv(programA, locationA[i], &retValA[0]);
   1481 				gl.getUniformuiv(programB, locationB[i], &retValB[0]);
   1482 			}
   1483 			else if (dType == glu::TYPE_FLOAT)
   1484 			{
   1485 				gl.getUniformfv(programA, locationA[i], (float*)&retValA[0]);
   1486 				gl.getUniformfv(programB, locationB[i], (float*)&retValB[0]);
   1487 			}
   1488 
   1489 			for (j = 0; j < dwordCount[i]; j++)
   1490 			{
   1491 				// Compare programA uniform to expected value and
   1492 				// test to see if programB picked up the value.
   1493 				if ((retValA[j] != *uValue++) || (retValA[j] == retValB[j]))
   1494 				{
   1495 					TCU_FAIL("ProgramUniformi failed");
   1496 				}
   1497 			}
   1498 		}
   1499 
   1500 		// reseed data buffer, continuing to increment
   1501 		if (dType == glu::TYPE_FLOAT)
   1502 		{
   1503 			fdata[0] = fdata[udataCount - 1] + 1.0f;
   1504 			for (i = 1; i < udataCount; i++)
   1505 			{
   1506 				fdata[i] = fdata[i - 1] + 1.0f;
   1507 			}
   1508 		}
   1509 		else
   1510 		{
   1511 			data[0] = data[udataCount - 1] + 1;
   1512 			for (i = 1; i < udataCount; i++)
   1513 			{
   1514 				data[i] = data[i - 1] + 1;
   1515 			}
   1516 		}
   1517 
   1518 		// set uniforms in program B
   1519 
   1520 		if (dType == glu::TYPE_INT)
   1521 		{
   1522 			progUniformi(gl, programB, arraySize, locationB, data);
   1523 		}
   1524 		else if (dType == glu::TYPE_UINT)
   1525 		{
   1526 			progUniformui(gl, programB, arraySize, locationB, udata);
   1527 		}
   1528 		else if (dType == glu::TYPE_FLOAT)
   1529 		{
   1530 			progUniformf(gl, programB, arraySize, locationB, fdata);
   1531 		}
   1532 
   1533 		// get and compare uniforms
   1534 		uValue = &udata[0];
   1535 		for (i = 0; i < nonarrayUnifCount + arraySize * arrayUnifCount; i++)
   1536 		{
   1537 			unsigned int retValA[4], retValB[4];
   1538 
   1539 			if (dType == glu::TYPE_INT)
   1540 			{
   1541 				gl.getUniformiv(programA, locationA[i], (int*)&retValA[0]);
   1542 				gl.getUniformiv(programB, locationB[i], (int*)&retValB[0]);
   1543 			}
   1544 			else if (dType == glu::TYPE_UINT)
   1545 			{
   1546 				gl.getUniformuiv(programA, locationA[i], &retValA[0]);
   1547 				gl.getUniformuiv(programB, locationB[i], &retValB[0]);
   1548 			}
   1549 			else if (dType == glu::TYPE_FLOAT)
   1550 			{
   1551 				gl.getUniformfv(programA, locationA[i], (float*)&retValA[0]);
   1552 				gl.getUniformfv(programB, locationB[i], (float*)&retValB[0]);
   1553 			}
   1554 
   1555 			for (j = 0; j < dwordCount[i]; j++)
   1556 			{
   1557 				// Compare programB uniform to expected value and
   1558 				// test to see if programA picked up the value.
   1559 				if ((retValB[j] != *uValue++) || (retValA[j] == retValB[j]))
   1560 				{
   1561 					TCU_FAIL("ProgramUniformi failed");
   1562 				}
   1563 			}
   1564 		}
   1565 
   1566 		// Test the conventional uniform interfaces on an ACTIVE_PROGRAM
   1567 		glw::GLuint activeProgram = 0;
   1568 		if (pipeline != 0)
   1569 		{
   1570 			gl.getProgramPipelineiv(pipeline, GL_ACTIVE_PROGRAM, (int*)&activeProgram);
   1571 		}
   1572 		if ((activeProgram != 0) && ((activeProgram == programA) || (activeProgram == programB)))
   1573 		{
   1574 			glw::GLint* location;
   1575 
   1576 			location = (activeProgram == programA) ? locationA : locationB;
   1577 
   1578 			// reseed data buffer, continuing to increment
   1579 			if (dType == glu::TYPE_FLOAT)
   1580 			{
   1581 				fdata[0] = fdata[udataCount - 1] + 1.0f;
   1582 				for (i = 1; i < udataCount; i++)
   1583 				{
   1584 					fdata[i] = fdata[i - 1] + 1.0f;
   1585 				}
   1586 			}
   1587 			else
   1588 			{
   1589 				data[0] = data[udataCount - 1] + 1;
   1590 				for (i = 1; i < udataCount; i++)
   1591 				{
   1592 					data[i] = data[i - 1] + 1;
   1593 				}
   1594 			}
   1595 
   1596 			// set uniforms using original glUniform*
   1597 
   1598 			if (dType == glu::TYPE_INT)
   1599 			{
   1600 				activeUniformi(gl, arraySize, location, data);
   1601 			}
   1602 			else if (dType == glu::TYPE_UINT)
   1603 			{
   1604 				activeUniformui(gl, arraySize, location, udata);
   1605 			}
   1606 			else if (dType == glu::TYPE_FLOAT)
   1607 			{
   1608 				activeUniformf(gl, arraySize, location, fdata);
   1609 			}
   1610 
   1611 			// get and compare uniforms
   1612 			uValue = &udata[0];
   1613 			for (i = 0; i < nonarrayUnifCount + arraySize * arrayUnifCount; i++)
   1614 			{
   1615 				unsigned int retVal[4];
   1616 
   1617 				if (dType == glu::TYPE_INT)
   1618 				{
   1619 					gl.getUniformiv(activeProgram, location[i], (int*)&retVal[0]);
   1620 				}
   1621 				else if (dType == glu::TYPE_UINT)
   1622 				{
   1623 					gl.getUniformuiv(activeProgram, location[i], &retVal[0]);
   1624 				}
   1625 				else if (dType == glu::TYPE_FLOAT)
   1626 				{
   1627 					gl.getUniformfv(activeProgram, location[i], (float*)&retVal[0]);
   1628 				}
   1629 
   1630 				for (j = 0; j < dwordCount[i]; j++)
   1631 				{
   1632 					// Compare activeProgram uniform to expected value
   1633 					if ((retVal[j] != *uValue++))
   1634 					{
   1635 						TCU_FAIL("ActiveShaderProgram failed");
   1636 					}
   1637 				}
   1638 			}
   1639 		}
   1640 
   1641 		return true;
   1642 	}
   1643 
   1644 	// Call programUniform for Matrix uniforms
   1645 	// Two programs are verified independently and against each other
   1646 	bool setAndCompareMatrixUniforms(glw::GLuint pipeline, glw::GLuint programA, glw::GLuint programB,
   1647 									 glu::DataType dType, int seed)
   1648 	{
   1649 		TestLog&			  log		  = m_testCtx.getLog();
   1650 		const glw::Functions& gl		  = m_context.getRenderContext().getFunctions();
   1651 		bool				  isSquareMat = isDataTypeSquareMatrix(dType);
   1652 		// The matrix versions of the fragment shader have two element arrays
   1653 		// of each uniform.
   1654 		// There are 3 * 2 uniforms for the square matrix shader and
   1655 		// 6 * 2 uniforms in the non-square matrix shader.
   1656 		const int  maxUniforms = 12;
   1657 		int		   numUniforms;
   1658 		const int  arraySize = 2;
   1659 		glw::GLint locationA[maxUniforms];
   1660 		glw::GLint locationB[maxUniforms];
   1661 		// These arrays represent the number of floats for each uniform location
   1662 		// 2x2[0], 2x2[1], 3x3[0], 3x3[1], 4x4[0], 4x4[1]
   1663 		const int floatCountSqu[maxUniforms] = { 4, 4, 9, 9, 16, 16, 0, 0, 0, 0, 0, 0 };
   1664 		// 2x3[0], 2x3[1], 2x4[0], 2x4[1], 3x2[0], 3x2[1], 3x4[0], 3x4[1], 4x2[0]...
   1665 		const int  floatCountNonSqu[maxUniforms] = { 6, 6, 8, 8, 6, 6, 12, 12, 8, 8, 12, 12 };
   1666 		const int* floatCount;
   1667 		// Max data for the uniforms = 2*(2*3 + 3*2 + 2*4 + 4*2 + 3*4 + 4*3)
   1668 		const int   maxDataCount = 104;
   1669 		float		data[maxDataCount];
   1670 		int			i, j, k;
   1671 		std::string uniformBaseName("uValM");
   1672 
   1673 		// ProgramUniform API verification
   1674 		log << TestLog::Message << "Begin:ProgramUniformCase for Matrix iterate" << TestLog::EndMessage;
   1675 
   1676 		numUniforms = 0;
   1677 		// get uniform locations
   1678 		for (i = 2; i <= 4; i++) // matrix dimension m
   1679 		{
   1680 			for (j = 2; j <= 4; j++) // matrix dimension n
   1681 			{
   1682 				for (k = 0; k < arraySize; k++)
   1683 				{
   1684 					if ((i == j) && isSquareMat)
   1685 					{
   1686 						string name			   = uniformBaseName + de::toString(i) + "[" + de::toString(k) + "]";
   1687 						locationA[numUniforms] = gl.getUniformLocation(programA, name.c_str());
   1688 						locationB[numUniforms] = gl.getUniformLocation(programB, name.c_str());
   1689 						numUniforms++;
   1690 					}
   1691 					else if ((i != j) && !isSquareMat)
   1692 					{
   1693 						string name =
   1694 							uniformBaseName + de::toString(i) + "x" + de::toString(j) + "[" + de::toString(k) + "]";
   1695 						locationA[numUniforms] = gl.getUniformLocation(programA, name.c_str());
   1696 						locationB[numUniforms] = gl.getUniformLocation(programB, name.c_str());
   1697 						numUniforms++;
   1698 					}
   1699 				}
   1700 			}
   1701 		}
   1702 		DE_ASSERT((numUniforms == 6) || (numUniforms == 12));
   1703 
   1704 		// init the float data array
   1705 		for (i = 0; i < maxDataCount; i++)
   1706 		{
   1707 			data[i] = (float)(seed + i);
   1708 		}
   1709 
   1710 		// Set the uniforms in programA
   1711 		float* value = &data[0];
   1712 		if (isSquareMat)
   1713 		{
   1714 			floatCount = floatCountSqu;
   1715 			gl.programUniformMatrix2fv(programA, locationA[0], arraySize, GL_FALSE, value);
   1716 			value += 2 * 2 * arraySize;
   1717 			gl.programUniformMatrix3fv(programA, locationA[2], arraySize, GL_FALSE, value);
   1718 			value += 3 * 3 * arraySize;
   1719 			gl.programUniformMatrix4fv(programA, locationA[4], arraySize, GL_FALSE, value);
   1720 		}
   1721 		else
   1722 		{
   1723 			floatCount = floatCountNonSqu;
   1724 			gl.programUniformMatrix2x3fv(programA, locationA[0], arraySize, GL_FALSE, value);
   1725 			value += 2 * 3 * arraySize;
   1726 			gl.programUniformMatrix2x4fv(programA, locationA[2], arraySize, GL_FALSE, value);
   1727 			value += 2 * 4 * arraySize;
   1728 			gl.programUniformMatrix3x2fv(programA, locationA[4], arraySize, GL_FALSE, value);
   1729 			value += 3 * 2 * arraySize;
   1730 			gl.programUniformMatrix3x4fv(programA, locationA[6], arraySize, GL_FALSE, value);
   1731 			value += 3 * 4 * arraySize;
   1732 			gl.programUniformMatrix4x2fv(programA, locationA[8], arraySize, GL_FALSE, value);
   1733 			value += 4 * 2 * arraySize;
   1734 			gl.programUniformMatrix4x3fv(programA, locationA[10], arraySize, GL_FALSE, value);
   1735 		}
   1736 
   1737 		// get and compare the uniform data
   1738 		value = &data[0];
   1739 		for (i = 0; i < numUniforms; i++)
   1740 		{
   1741 			float retValA[16], retValB[16];
   1742 
   1743 			gl.getUniformfv(programA, locationA[i], retValA);
   1744 			gl.getUniformfv(programB, locationB[i], retValB);
   1745 
   1746 			for (j = 0; j < floatCount[i]; j++)
   1747 			{
   1748 				// Compare programA uniform to expected value and
   1749 				// test to see if programB picked up the value.
   1750 				if ((retValA[j] != *value++) || (retValA[j] == retValB[j]))
   1751 				{
   1752 					TCU_FAIL("ProgramUniformi failed");
   1753 				}
   1754 			}
   1755 		}
   1756 
   1757 		// reseed the float buffer
   1758 		data[0] = data[maxDataCount - 1];
   1759 		for (i = 1; i < maxDataCount; i++)
   1760 		{
   1761 			data[i] = data[i - 1] + 1.0f;
   1762 		}
   1763 
   1764 		// set uniforms in program B
   1765 		value = &data[0];
   1766 		if (isSquareMat)
   1767 		{
   1768 			floatCount = floatCountSqu;
   1769 			gl.programUniformMatrix2fv(programB, locationB[0], arraySize, GL_FALSE, value);
   1770 			value += 2 * 2 * arraySize;
   1771 			gl.programUniformMatrix3fv(programB, locationB[2], arraySize, GL_FALSE, value);
   1772 			value += 3 * 3 * arraySize;
   1773 			gl.programUniformMatrix4fv(programB, locationB[4], arraySize, GL_FALSE, value);
   1774 		}
   1775 		else
   1776 		{
   1777 			floatCount = floatCountNonSqu;
   1778 			gl.programUniformMatrix2x3fv(programB, locationB[0], arraySize, GL_FALSE, value);
   1779 			value += 2 * 3 * arraySize;
   1780 			gl.programUniformMatrix2x4fv(programB, locationB[2], arraySize, GL_FALSE, value);
   1781 			value += 2 * 4 * arraySize;
   1782 			gl.programUniformMatrix3x2fv(programB, locationB[4], arraySize, GL_FALSE, value);
   1783 			value += 3 * 2 * arraySize;
   1784 			gl.programUniformMatrix3x4fv(programB, locationB[6], arraySize, GL_FALSE, value);
   1785 			value += 3 * 4 * arraySize;
   1786 			gl.programUniformMatrix4x2fv(programB, locationB[8], arraySize, GL_FALSE, value);
   1787 			value += 4 * 2 * arraySize;
   1788 			gl.programUniformMatrix4x3fv(programB, locationB[10], arraySize, GL_FALSE, value);
   1789 		}
   1790 
   1791 		// get and compare the uniform data
   1792 		value = &data[0];
   1793 		for (i = 0; i < numUniforms; i++)
   1794 		{
   1795 			float retValA[16], retValB[16];
   1796 
   1797 			gl.getUniformfv(programA, locationA[i], retValA);
   1798 			gl.getUniformfv(programB, locationB[i], retValB);
   1799 
   1800 			for (j = 0; j < floatCount[i]; j++)
   1801 			{
   1802 				// Compare programB uniform to expected value and
   1803 				// test to see if programA picked up the value.
   1804 				if ((retValB[j] != *value++) || (retValA[j] == retValB[j]))
   1805 				{
   1806 					TCU_FAIL("ProgramUniformi failed");
   1807 				}
   1808 			}
   1809 		}
   1810 
   1811 		// Use the conventional uniform interfaces on an ACTIVE_PROGRAM
   1812 		glw::GLuint activeProgram = 0;
   1813 		if (pipeline != 0)
   1814 		{
   1815 			gl.getProgramPipelineiv(pipeline, GL_ACTIVE_PROGRAM, (int*)&activeProgram);
   1816 		}
   1817 		if ((activeProgram != 0) && ((activeProgram == programA) || (activeProgram == programB)))
   1818 		{
   1819 			glw::GLint* location;
   1820 
   1821 			location = (activeProgram == programA) ? locationA : locationB;
   1822 
   1823 			// reseed the float buffer
   1824 			data[0] = data[maxDataCount - 1];
   1825 			for (i = 1; i < maxDataCount; i++)
   1826 			{
   1827 				data[i] = data[i - 1] + 1.0f;
   1828 			}
   1829 
   1830 			// set uniforms with conventional uniform calls
   1831 			value = &data[0];
   1832 			if (isSquareMat)
   1833 			{
   1834 				floatCount = floatCountSqu;
   1835 				gl.uniformMatrix2fv(location[0], arraySize, GL_FALSE, value);
   1836 				value += 2 * 2 * arraySize;
   1837 				gl.uniformMatrix3fv(location[2], arraySize, GL_FALSE, value);
   1838 				value += 3 * 3 * arraySize;
   1839 				gl.uniformMatrix4fv(location[4], arraySize, GL_FALSE, value);
   1840 			}
   1841 			else
   1842 			{
   1843 				floatCount = floatCountNonSqu;
   1844 				gl.uniformMatrix2x3fv(location[0], arraySize, GL_FALSE, value);
   1845 				value += 2 * 3 * arraySize;
   1846 				gl.uniformMatrix2x4fv(location[2], arraySize, GL_FALSE, value);
   1847 				value += 2 * 4 * arraySize;
   1848 				gl.uniformMatrix3x2fv(location[4], arraySize, GL_FALSE, value);
   1849 				value += 3 * 2 * arraySize;
   1850 				gl.uniformMatrix3x4fv(location[6], arraySize, GL_FALSE, value);
   1851 				value += 3 * 4 * arraySize;
   1852 				gl.uniformMatrix4x2fv(location[8], arraySize, GL_FALSE, value);
   1853 				value += 4 * 2 * arraySize;
   1854 				gl.uniformMatrix4x3fv(location[10], arraySize, GL_FALSE, value);
   1855 			}
   1856 
   1857 			// get and compare the uniform data
   1858 			value = &data[0];
   1859 			for (i = 0; i < numUniforms; i++)
   1860 			{
   1861 				float retVal[16];
   1862 
   1863 				gl.getUniformfv(activeProgram, location[i], retVal);
   1864 
   1865 				for (j = 0; j < floatCount[i]; j++)
   1866 				{
   1867 					// Compare activeshaderprogram uniform to expected value
   1868 					if (retVal[j] != *value++)
   1869 					{
   1870 						TCU_FAIL("ActiveShaderProgram with glUniform failed");
   1871 					}
   1872 				}
   1873 			}
   1874 		}
   1875 
   1876 		return true;
   1877 	}
   1878 
   1879 	IterateResult iterate(void)
   1880 	{
   1881 		const glw::Functions& gl	   = m_context.getRenderContext().getFunctions();
   1882 		glu::DataType		  dType[5] = { glu::TYPE_INT, glu::TYPE_UINT, glu::TYPE_FLOAT, glu::TYPE_FLOAT_MAT2,
   1883 								   glu::TYPE_FLOAT_MAT2X3 };
   1884 
   1885 		// Loop over the various data types, generate fragment programs, and test uniforms
   1886 		// (MAT2 means stands for all square matrices, MAT2x3 stands for all non-square matrices)
   1887 		for (int i = 0; i < 5; i++)
   1888 		{
   1889 			glw::GLuint programA, programB;
   1890 			glw::GLuint pipeline = 0;
   1891 			const char* shaderSrc[1];
   1892 			std::string fragSrc;
   1893 			int			seed = 1000 + (1000 * i);
   1894 
   1895 			generateUniformFragSrc(fragSrc, m_glslVersion, dType[i]);
   1896 
   1897 			size_t			  length = fragSrc.size();
   1898 			std::vector<char> shaderbuf(length + 1);
   1899 			fragSrc.copy(&shaderbuf[0], length);
   1900 			shaderbuf[length] = '\0';
   1901 			shaderSrc[0]	  = &shaderbuf[0];
   1902 			programA		  = gl.createShaderProgramv(GL_FRAGMENT_SHADER, 1, shaderSrc);
   1903 			programB		  = gl.createShaderProgramv(GL_FRAGMENT_SHADER, 1, shaderSrc);
   1904 
   1905 			if (isDataTypeMatrix(dType[i]))
   1906 			{
   1907 				// programs are unbound
   1908 				setAndCompareMatrixUniforms(pipeline, programA, programB, dType[i], seed);
   1909 
   1910 				// bind one program with useProgramStages
   1911 				gl.genProgramPipelines(1, &pipeline);
   1912 				gl.bindProgramPipeline(pipeline);
   1913 				gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programA);
   1914 				seed += 100;
   1915 				setAndCompareMatrixUniforms(pipeline, programA, programB, dType[i], seed);
   1916 
   1917 				// make an active program with activeShaderProgram
   1918 				gl.activeShaderProgram(pipeline, programB);
   1919 				seed += 100;
   1920 				setAndCompareMatrixUniforms(pipeline, programA, programB, dType[i], seed);
   1921 			}
   1922 			else
   1923 			{
   1924 				// programs are unbound
   1925 				setAndCompareUniforms(pipeline, programA, programB, dType[i], seed);
   1926 
   1927 				// bind one program with useProgramStages
   1928 				gl.genProgramPipelines(1, &pipeline);
   1929 				gl.bindProgramPipeline(pipeline);
   1930 				gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programA);
   1931 				seed += 100;
   1932 				setAndCompareUniforms(pipeline, programA, programB, dType[i], seed);
   1933 
   1934 				// make an active program with activeShaderProgram
   1935 				gl.activeShaderProgram(pipeline, programB);
   1936 				seed += 100;
   1937 				setAndCompareUniforms(pipeline, programA, programB, dType[i], seed);
   1938 			}
   1939 
   1940 			gl.deleteProgram(programA);
   1941 			gl.deleteProgram(programB);
   1942 			gl.deleteProgramPipelines(1, &pipeline);
   1943 		}
   1944 
   1945 		// Negative Cases
   1946 
   1947 		// Program that is not successfully linked
   1948 		glw::GLenum err;
   1949 		std::string vtx;
   1950 		std::string frag;
   1951 
   1952 		vtx  = generateBasicVertexSrc(m_glslVersion);
   1953 		frag = generateBasicFragmentSrc(m_glslVersion);
   1954 
   1955 		// remove the main keyword so it doesn't link
   1956 		std::string  fragNoMain = frag;
   1957 		unsigned int pos		= (unsigned int)fragNoMain.find("main");
   1958 		fragNoMain.replace(pos, 4, "niaM");
   1959 		glu::ShaderProgram progNoLink(m_context.getRenderContext(),
   1960 									  glu::makeVtxFragSources(vtx.c_str(), fragNoMain.c_str()));
   1961 		gl.programParameteri(progNoLink.getProgram(), GL_PROGRAM_SEPARABLE, GL_TRUE);
   1962 		gl.linkProgram(progNoLink.getProgram());
   1963 		int unifLocation = gl.getUniformLocation(progNoLink.getProgram(), "u_color");
   1964 		gl.programUniform4f(progNoLink.getProgram(), unifLocation, 1.0, 1.0, 1.0, 1.0);
   1965 		err = gl.getError();
   1966 		if (err != GL_INVALID_OPERATION)
   1967 		{
   1968 			TCU_FAIL("ProgramUniformi failed");
   1969 		}
   1970 
   1971 		// deleted program
   1972 		gl.deleteProgram(progNoLink.getProgram());
   1973 		gl.programUniform4f(progNoLink.getProgram(), unifLocation, 1.0, 1.0, 1.0, 1.0);
   1974 		err = gl.getError();
   1975 		if (err != GL_INVALID_VALUE)
   1976 		{
   1977 			TCU_FAIL("ProgramUniformi failed");
   1978 		}
   1979 
   1980 		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
   1981 		return STOP;
   1982 	}
   1983 
   1984 private:
   1985 	glu::GLSLVersion m_glslVersion;
   1986 };
   1987 
   1988 // Testcase for state interactions
   1989 class StateInteractionCase : public TestCase
   1990 {
   1991 public:
   1992 	StateInteractionCase(Context& context, const char* name, const char* description, glu::GLSLVersion glslVersion)
   1993 		: TestCase(context, name, description), m_glslVersion(glslVersion)
   1994 	{
   1995 	}
   1996 
   1997 	~StateInteractionCase(void)
   1998 	{
   1999 	}
   2000 
   2001 	// Log the program info log
   2002 	void logProgramInfoLog(const glw::Functions& gl, glw::GLuint program)
   2003 	{
   2004 		TestLog&	 log	 = m_testCtx.getLog();
   2005 		glw::GLint   value   = 0;
   2006 		glw::GLsizei bufSize = 0;
   2007 		glw::GLsizei length  = 0;
   2008 
   2009 		gl.getProgramiv(program, GL_INFO_LOG_LENGTH, &value);
   2010 		std::vector<char> infoLogBuf(value + 1);
   2011 
   2012 		gl.getProgramInfoLog(program, bufSize, &length, &infoLogBuf[0]);
   2013 		GLU_EXPECT_NO_ERROR(gl.getError(), "GetProgramInfoLog failed");
   2014 
   2015 		log << TestLog::Message << "Program Log:\n" << &infoLogBuf[0] << TestLog::EndMessage;
   2016 	}
   2017 
   2018 	// Check program validity created with CreateShaderProgram
   2019 	bool checkCSProg(const glw::Functions& gl, GLuint program, int expectedLink = GL_TRUE)
   2020 	{
   2021 		int linked = GL_FALSE;
   2022 		if (program != 0)
   2023 		{
   2024 			gl.getProgramiv(program, GL_LINK_STATUS, &linked);
   2025 
   2026 			if (expectedLink && !linked)
   2027 			{
   2028 				logProgramInfoLog(gl, program);
   2029 			}
   2030 		}
   2031 
   2032 		return (program != 0) && (linked == expectedLink);
   2033 	}
   2034 
   2035 	// Generate a vertex shader for variable input/output testing
   2036 	void generateVarLinkVertexShaderSrc(std::string& outVtxSrc, glu::GLSLVersion glslVersion, int numOutputs)
   2037 	{
   2038 		std::ostringstream vtxSrc;
   2039 
   2040 		vtxSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   2041 		if (glslVersion >= glu::GLSL_VERSION_410)
   2042 		{
   2043 			vtxSrc << "out gl_PerVertex {\n"
   2044 					  "  vec4 gl_Position;\n"
   2045 					  "};\n";
   2046 		}
   2047 		vtxSrc << "in highp vec4 a_position;\n";
   2048 		vtxSrc << "uniform highp vec4 u_color;\n";
   2049 
   2050 		switch (numOutputs)
   2051 		{
   2052 		// Note all these cases fall through
   2053 		case 5:
   2054 			vtxSrc << "layout(location = 3) out vec4 o_val5;\n";
   2055 		case 4:
   2056 			vtxSrc << "flat out uvec4 val4;\n";
   2057 		case 3:
   2058 			vtxSrc << "flat out ivec2 val3;\n";
   2059 		case 2:
   2060 			vtxSrc << "out vec3 val2[2];\n";
   2061 		case 1:
   2062 			vtxSrc << "out vec4 val1;\n";
   2063 		default:
   2064 			vtxSrc << "out float val0;\n";
   2065 		}
   2066 
   2067 		vtxSrc << "void main (void)\n";
   2068 		vtxSrc << "{\n";
   2069 		vtxSrc << "   gl_Position = a_position;\n";
   2070 
   2071 		// The color uniform is passed in the last declared output variable
   2072 		switch (numOutputs)
   2073 		{
   2074 		case 5:
   2075 			vtxSrc << "    o_val5 = u_color;\n";
   2076 			break;
   2077 		case 4:
   2078 			vtxSrc << "    val4 = uvec4(u_color);\n";
   2079 			break;
   2080 		case 3:
   2081 			vtxSrc << "    val3 = ivec2(u_color);\n";
   2082 			break;
   2083 		case 2:
   2084 			vtxSrc << "    val2[0] = vec3(u_color);\n";
   2085 			break;
   2086 		case 1:
   2087 			vtxSrc << "    val1 = u_color;\n";
   2088 			break;
   2089 		default:
   2090 			vtxSrc << "    val0 = u_color.x;\n";
   2091 			break;
   2092 		}
   2093 		vtxSrc << "}\n";
   2094 
   2095 		outVtxSrc = vtxSrc.str();
   2096 	}
   2097 
   2098 	// Generate a fragment shader for variable input/output testing
   2099 	void generateVarLinkFragmentShaderSrc(std::string& outFragSrc, glu::GLSLVersion glslVersion, int numInputs)
   2100 	{
   2101 		std::ostringstream fragSrc;
   2102 
   2103 		fragSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   2104 		fragSrc << "precision highp float;\n";
   2105 		fragSrc << "precision highp int;\n";
   2106 
   2107 		switch (numInputs)
   2108 		{
   2109 		// Note all these cases fall through
   2110 		case 5:
   2111 			fragSrc << "layout(location = 3) in vec4 i_val5;\n";
   2112 		case 4:
   2113 			fragSrc << "flat in uvec4 val4;\n";
   2114 		case 3:
   2115 			fragSrc << "flat in ivec2 val3;\n";
   2116 		case 2:
   2117 			fragSrc << "in vec3 val2[2];\n";
   2118 		case 1:
   2119 			fragSrc << "in vec4 val1;\n";
   2120 		default:
   2121 			fragSrc << "in float val0;\n";
   2122 		}
   2123 
   2124 		fragSrc << "layout(location = 0) out mediump vec4 o_color;\n";
   2125 		fragSrc << "void main (void)\n";
   2126 		fragSrc << "{\n";
   2127 
   2128 		switch (numInputs)
   2129 		{
   2130 		case 5:
   2131 			fragSrc << "    o_color = i_val5;\n";
   2132 			break;
   2133 		case 4:
   2134 			fragSrc << "    o_color = vec4(val4);\n";
   2135 			break;
   2136 		case 3:
   2137 			fragSrc << "    o_color = vec4(val3, 1.0, 1.0);\n";
   2138 			break;
   2139 		case 2:
   2140 			fragSrc << "    o_color = vec4(val2[0], 1.0);\n";
   2141 			break;
   2142 		case 1:
   2143 			fragSrc << "    o_color = vec4(val1);\n";
   2144 			break;
   2145 		default:
   2146 			fragSrc << "    o_color = vec4(val0, val0, val0, 1.0);\n";
   2147 			break;
   2148 		}
   2149 
   2150 		fragSrc << "}\n";
   2151 
   2152 		outFragSrc = fragSrc.str();
   2153 	}
   2154 
   2155 	// Verify the surface is filled with the expected color
   2156 	bool checkSurface(tcu::Surface surface, tcu::RGBA expectedColor)
   2157 	{
   2158 		int numFailedPixels = 0;
   2159 		for (int y = 0; y < surface.getHeight(); y++)
   2160 		{
   2161 			for (int x = 0; x < surface.getWidth(); x++)
   2162 			{
   2163 				if (surface.getPixel(x, y) != expectedColor)
   2164 					numFailedPixels += 1;
   2165 			}
   2166 		}
   2167 
   2168 		return (numFailedPixels == 0);
   2169 	}
   2170 
   2171 	IterateResult iterate(void)
   2172 	{
   2173 		TestLog&				 log		  = m_testCtx.getLog();
   2174 		const glw::Functions&	gl			  = m_context.getRenderContext().getFunctions();
   2175 		const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
   2176 		int						 viewportW	= de::min(16, renderTarget.getWidth());
   2177 		int						 viewportH	= de::min(16, renderTarget.getHeight());
   2178 		tcu::Surface			 renderedFrame(viewportW, viewportH);
   2179 
   2180 		glw::GLuint programA, programB;
   2181 		glw::GLuint vao, vertexBuf, indexBuf;
   2182 		std::string vtx;
   2183 		std::string frag, frag2;
   2184 		glw::GLuint pipeline;
   2185 		const char* srcStrings[1];
   2186 		glw::GLenum err;
   2187 
   2188 		log << TestLog::Message << "Begin:StateInteractionCase iterate" << TestLog::EndMessage;
   2189 
   2190 		gl.viewport(0, 0, viewportW, viewportH);
   2191 		gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);
   2192 		gl.clear(GL_COLOR_BUFFER_BIT);
   2193 
   2194 		// Check the precedence of glUseProgram over glBindProgramPipeline
   2195 		// The program bound with glUseProgram will draw green, the programs
   2196 		// bound with glBindProgramPipeline will render blue.
   2197 		vtx  = generateBasicVertexSrc(m_glslVersion);
   2198 		frag = generateBasicFragmentSrc(m_glslVersion);
   2199 
   2200 		glu::ShaderProgram progVF(m_context.getRenderContext(), glu::makeVtxFragSources(vtx.c_str(), frag.c_str()));
   2201 
   2202 		gl.useProgram(progVF.getProgram());
   2203 		// Ouput green in the fragment shader
   2204 		gl.uniform4f(gl.getUniformLocation(progVF.getProgram(), "u_color"), 0.0f, 1.0f, 0.0f, 1.0f);
   2205 
   2206 		// Create and bind a pipeline with a different fragment shader
   2207 		gl.genProgramPipelines(1, &pipeline);
   2208 		// Use a different uniform name in another fragment shader
   2209 		frag2	  = frag;
   2210 		size_t pos = 0;
   2211 		while ((pos = frag2.find("u_color", pos)) != std::string::npos)
   2212 		{
   2213 			frag2.replace(pos, 7, "u_clrPB");
   2214 			pos += 7;
   2215 		}
   2216 
   2217 		srcStrings[0] = vtx.c_str();
   2218 		programA	  = gl.createShaderProgramv(GL_VERTEX_SHADER, 1, srcStrings);
   2219 		if (!checkCSProg(gl, programA))
   2220 		{
   2221 			TCU_FAIL("CreateShaderProgramv failed for vertex shader");
   2222 		}
   2223 		srcStrings[0] = frag2.c_str();
   2224 		programB	  = gl.createShaderProgramv(GL_FRAGMENT_SHADER, 1, srcStrings);
   2225 		if (!checkCSProg(gl, programB))
   2226 		{
   2227 			TCU_FAIL("CreateShaderProgramv failed for fragment shader");
   2228 		}
   2229 		// Program B outputs blue.
   2230 		gl.programUniform4f(programB, gl.getUniformLocation(programB, "u_clrPB"), 0.0f, 0.0f, 1.0f, 1.0f);
   2231 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programA);
   2232 		gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programB);
   2233 		gl.bindProgramPipeline(pipeline);
   2234 
   2235 		static const deUint16 quadIndices[] = { 0, 1, 2, 2, 1, 3 };
   2236 		const float			  position[]	= { -1.0f, -1.0f, +1.0f, 1.0f, -1.0f, +1.0f, 0.0f,  1.0f,
   2237 								   +1.0f, -1.0f, 0.0f,  1.0f, +1.0f, +1.0f, -1.0f, 1.0f };
   2238 
   2239 		// Draw a quad with glu::draw
   2240 		glu::VertexArrayBinding posArray = glu::va::Float("a_position", 4, 4, 0, &position[0]);
   2241 		glu::draw(m_context.getRenderContext(), progVF.getProgram(), 1, &posArray,
   2242 				  glu::pr::Triangles(DE_LENGTH_OF_ARRAY(quadIndices), &quadIndices[0]));
   2243 		GLU_EXPECT_NO_ERROR(gl.getError(), "StateInteraction glu::draw failure");
   2244 
   2245 		glu::readPixels(m_context.getRenderContext(), 0, 0, renderedFrame.getAccess());
   2246 
   2247 		// useProgram takes precedence and the buffer should be green
   2248 		if (!checkSurface(renderedFrame, tcu::RGBA::green()))
   2249 		{
   2250 			TCU_FAIL("StateInteraction failed; surface should be green");
   2251 		}
   2252 
   2253 		// The position attribute locations may be different.
   2254 		int posLoc = gl.getAttribLocation(progVF.getProgram(), "a_position");
   2255 
   2256 		if (glu::isContextTypeES(m_context.getRenderContext().getType()))
   2257 			gl.disableVertexAttribArray(posLoc);
   2258 
   2259 		/* Set up a vertex array object */
   2260 		gl.genVertexArrays(1, &vao);
   2261 		gl.bindVertexArray(vao);
   2262 
   2263 		gl.genBuffers(1, &indexBuf);
   2264 		gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
   2265 		gl.bufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices, GL_STATIC_DRAW);
   2266 
   2267 		gl.genBuffers(1, &vertexBuf);
   2268 		gl.bindBuffer(GL_ARRAY_BUFFER, vertexBuf);
   2269 		gl.bufferData(GL_ARRAY_BUFFER, sizeof(position), position, GL_STATIC_DRAW);
   2270 
   2271 		posLoc = gl.getAttribLocation(programA, "a_position");
   2272 		gl.vertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
   2273 		gl.enableVertexAttribArray(posLoc);
   2274 		gl.bindBuffer(GL_ARRAY_BUFFER, 0);
   2275 
   2276 		GLU_EXPECT_NO_ERROR(gl.getError(), "VAO setup failure");
   2277 
   2278 		// bindProgramPipeline without a program installed by useProgram
   2279 		// Rerender the quad.  Don't use glu::draw because it takes the
   2280 		// program as a parameter and sets state.
   2281 		gl.useProgram(0);
   2282 		gl.bindProgramPipeline(pipeline);
   2283 
   2284 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2285 		GLU_EXPECT_NO_ERROR(gl.getError(), "DrawElements failure");
   2286 
   2287 		glu::readPixels(m_context.getRenderContext(), 0, 0, renderedFrame.getAccess());
   2288 
   2289 		// bindProgramPipeline will render blue
   2290 		if (!checkSurface(renderedFrame, tcu::RGBA::blue()))
   2291 		{
   2292 			TCU_FAIL("StateInteraction failed; surface should be blue");
   2293 		}
   2294 
   2295 		// Test rendering with no program bound.  Rendering is undefined
   2296 		// but shouldn't produce an error.
   2297 		gl.useProgram(0);
   2298 		gl.bindProgramPipeline(0);
   2299 
   2300 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2301 		GLU_EXPECT_NO_ERROR(gl.getError(), "DrawElements failure");
   2302 
   2303 		// Render call with missing pipeline stages should not generate an error
   2304 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, 0);
   2305 		gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programB);
   2306 		gl.bindProgramPipeline(pipeline);
   2307 
   2308 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2309 		GLU_EXPECT_NO_ERROR(gl.getError(), "DrawElements failure");
   2310 
   2311 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programA);
   2312 		gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, 0);
   2313 
   2314 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2315 		GLU_EXPECT_NO_ERROR(gl.getError(), "DrawElements failure");
   2316 
   2317 		// Missing program for fragment shader
   2318 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT | GL_FRAGMENT_SHADER_BIT, programA);
   2319 
   2320 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2321 		GLU_EXPECT_NO_ERROR(gl.getError(), "DrawElements failure");
   2322 
   2323 		// Separable program with both vertex and fragment shaders attached to only one stage
   2324 
   2325 		gl.programParameteri(progVF.getProgram(), GL_PROGRAM_SEPARABLE, GL_TRUE);
   2326 		gl.linkProgram(progVF.getProgram());
   2327 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, progVF.getProgram());
   2328 
   2329 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2330 		err = gl.getError();
   2331 		if (err != GL_INVALID_OPERATION)
   2332 		{
   2333 			TCU_FAIL("DrawElements failed");
   2334 		}
   2335 
   2336 		gl.validateProgramPipeline(pipeline);
   2337 		glw::GLint value;
   2338 		gl.getProgramPipelineiv(pipeline, GL_VALIDATE_STATUS, (glw::GLint*)&value);
   2339 		if (value != 0)
   2340 		{
   2341 			TCU_FAIL("Program pipeline validation failed");
   2342 		}
   2343 
   2344 		// attached to just the fragment shader
   2345 		// Call validateProgramPipeline before rendering this time
   2346 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, 0);
   2347 		gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, progVF.getProgram());
   2348 
   2349 		gl.validateProgramPipeline(pipeline);
   2350 		gl.getProgramPipelineiv(pipeline, GL_VALIDATE_STATUS, (glw::GLint*)&value);
   2351 		if (value != 0)
   2352 		{
   2353 			TCU_FAIL("Program pipeline validation failed");
   2354 		}
   2355 
   2356 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2357 		err = gl.getError();
   2358 		if (err != GL_INVALID_OPERATION)
   2359 		{
   2360 			TCU_FAIL("DrawElements failed");
   2361 		}
   2362 
   2363 		// Program deletion
   2364 		gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programA);
   2365 		gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programB);
   2366 
   2367 		// Program B renders red this time
   2368 		gl.programUniform4f(programB, gl.getUniformLocation(programB, "u_clrPB"), 1.0f, 0.0f, 0.0f, 1.0f);
   2369 
   2370 		gl.deleteProgram(programB);
   2371 
   2372 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2373 		glu::readPixels(m_context.getRenderContext(), 0, 0, renderedFrame.getAccess());
   2374 
   2375 		// expect red
   2376 		if (!checkSurface(renderedFrame, tcu::RGBA::red()))
   2377 		{
   2378 			TCU_FAIL("StateInteraction failed; surface should be red");
   2379 		}
   2380 
   2381 		// Attach new shader
   2382 		srcStrings[0] = frag2.c_str();
   2383 		programB	  = gl.createShaderProgramv(GL_FRAGMENT_SHADER, 1, srcStrings);
   2384 		if (!checkCSProg(gl, programB))
   2385 		{
   2386 			TCU_FAIL("CreateShaderProgramv failed for fragment shader");
   2387 		}
   2388 		// Render green
   2389 		gl.programUniform4f(programB, gl.getUniformLocation(programB, "u_clrPB"), 0.0f, 1.0f, 0.0f, 1.0f);
   2390 		gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programB);
   2391 
   2392 		// new shader
   2393 		glw::GLuint vshader = gl.createShader(GL_FRAGMENT_SHADER);
   2394 		srcStrings[0]		= frag.c_str(); // First frag shader with u_color uniform
   2395 		gl.shaderSource(vshader, 1, srcStrings, NULL);
   2396 		gl.compileShader(vshader);
   2397 		gl.getShaderiv(vshader, GL_COMPILE_STATUS, &value);
   2398 		DE_ASSERT(value == GL_TRUE);
   2399 		gl.attachShader(programB, vshader);
   2400 
   2401 		// changing shader shouldn't affect link_status
   2402 		gl.getProgramiv(programB, GL_LINK_STATUS, &value);
   2403 		if (value != 1)
   2404 		{
   2405 			TCU_FAIL("Shader attachment shouldn't affect link status");
   2406 		}
   2407 
   2408 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2409 		GLU_EXPECT_NO_ERROR(gl.getError(), "DrawElements failure");
   2410 
   2411 		glu::readPixels(m_context.getRenderContext(), 0, 0, renderedFrame.getAccess());
   2412 
   2413 		// expect green
   2414 		if (!checkSurface(renderedFrame, tcu::RGBA::green()))
   2415 		{
   2416 			TCU_FAIL("StateInteraction failed; surface should be green");
   2417 		}
   2418 
   2419 		// Negative Case: Unsuccessfully linked program should not affect current program
   2420 
   2421 		// Render white
   2422 		gl.programUniform4f(programB, gl.getUniformLocation(programB, "u_clrPB"), 1.0f, 1.0f, 1.0f, 1.0f);
   2423 		std::string noMain = frag;
   2424 		pos				   = noMain.find("main", 0);
   2425 		noMain.replace(pos, 4, "niaM");
   2426 
   2427 		srcStrings[0] = noMain.c_str();
   2428 		gl.shaderSource(vshader, 1, srcStrings, NULL);
   2429 		gl.compileShader(vshader);
   2430 		gl.getShaderiv(vshader, GL_COMPILE_STATUS, &value);
   2431 		gl.attachShader(programB, vshader);
   2432 		gl.linkProgram(programB);
   2433 		err = gl.getError();
   2434 
   2435 		// link_status should be false
   2436 		gl.getProgramiv(programB, GL_LINK_STATUS, &value);
   2437 		if (value != 0)
   2438 		{
   2439 			TCU_FAIL("StateInteraction failed; link failure");
   2440 		}
   2441 
   2442 		gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2443 
   2444 		glu::readPixels(m_context.getRenderContext(), 0, 0, renderedFrame.getAccess());
   2445 
   2446 		// expect white
   2447 		if (!checkSurface(renderedFrame, tcu::RGBA::white()))
   2448 		{
   2449 			TCU_FAIL("StateInteraction failed; surface should be white");
   2450 		}
   2451 
   2452 		gl.deleteProgram(programA);
   2453 		gl.deleteProgram(programB);
   2454 
   2455 		// Shader interface matching inputs/outputs
   2456 
   2457 		int maxVars = 6; // generate code supports 6 variables
   2458 		for (int numInputs = 0; numInputs < maxVars; numInputs++)
   2459 		{
   2460 			for (int numOutputs = 0; numOutputs < maxVars; numOutputs++)
   2461 			{
   2462 
   2463 				generateVarLinkVertexShaderSrc(vtx, m_glslVersion, numOutputs);
   2464 				generateVarLinkFragmentShaderSrc(frag, m_glslVersion, numInputs);
   2465 
   2466 				srcStrings[0] = vtx.c_str();
   2467 				programA	  = gl.createShaderProgramv(GL_VERTEX_SHADER, 1, srcStrings);
   2468 				if (!checkCSProg(gl, programA))
   2469 				{
   2470 					TCU_FAIL("CreateShaderProgramv failed for vertex shader");
   2471 				}
   2472 
   2473 				srcStrings[0] = frag.c_str();
   2474 				programB	  = gl.createShaderProgramv(GL_FRAGMENT_SHADER, 1, srcStrings);
   2475 				if (!checkCSProg(gl, programB))
   2476 				{
   2477 					TCU_FAIL("CreateShaderProgramv failed for fragment shader");
   2478 				}
   2479 
   2480 				gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programA);
   2481 				gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programB);
   2482 				GLU_EXPECT_NO_ERROR(gl.getError(), "UseProgramStages failure");
   2483 
   2484 				gl.validateProgramPipeline(pipeline);
   2485 				gl.getProgramPipelineiv(pipeline, GL_VALIDATE_STATUS, (glw::GLint*)&value);
   2486 
   2487 				// Matched input and output variables should render
   2488 				if (numInputs == numOutputs)
   2489 				{
   2490 					if (value != 1)
   2491 					{
   2492 						log << TestLog::Message << "Matched input and output variables should validate successfully.\n"
   2493 							<< "Vertex Shader:\n"
   2494 							<< vtx << "Fragment Shader:\n"
   2495 							<< frag << TestLog::EndMessage;
   2496 						TCU_FAIL("StateInteraction failed");
   2497 					}
   2498 					gl.clear(GL_COLOR_BUFFER_BIT);
   2499 					// white
   2500 					gl.programUniform4f(programA, gl.getUniformLocation(programA, "u_color"), 1.0f, 1.0f, 1.0f, 1.0f);
   2501 					gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2502 					GLU_EXPECT_NO_ERROR(gl.getError(), "DrawElements failure");
   2503 
   2504 					glu::readPixels(m_context.getRenderContext(), 0, 0, renderedFrame.getAccess());
   2505 
   2506 					// expect white
   2507 					if (!checkSurface(renderedFrame, tcu::RGBA::white()))
   2508 					{
   2509 						TCU_FAIL("StateInteraction failed; surface should be white");
   2510 					}
   2511 				}
   2512 				else
   2513 				{
   2514 					// Mismatched input and output variables
   2515 					// For OpenGL ES contexts, this should cause a validation failure
   2516 					// For OpenGL contexts, validation should succeed.
   2517 					if (glu::isContextTypeES(m_context.getRenderContext().getType()) != (value == 0))
   2518 					{
   2519 						log << TestLog::Message << "Mismatched input and output variables; validation should "
   2520 							<< (glu::isContextTypeES(m_context.getRenderContext().getType()) ? "fail.\n" : "succeed.\n")
   2521 							<< "Vertex Shader:\n"
   2522 							<< vtx << "Fragment Shader:\n"
   2523 							<< frag << TestLog::EndMessage;
   2524 						TCU_FAIL("StateInteraction failed");
   2525 					}
   2526 				}
   2527 
   2528 				gl.deleteProgram(programA);
   2529 				gl.deleteProgram(programB);
   2530 			}
   2531 		}
   2532 
   2533 		gl.bindProgramPipeline(0);
   2534 		gl.bindVertexArray(0);
   2535 		gl.deleteProgramPipelines(1, &pipeline);
   2536 		gl.deleteShader(vshader);
   2537 		gl.deleteVertexArrays(1, &vao);
   2538 		gl.deleteBuffers(1, &indexBuf);
   2539 		gl.deleteBuffers(1, &vertexBuf);
   2540 
   2541 		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
   2542 		return STOP;
   2543 	}
   2544 
   2545 private:
   2546 	glu::GLSLVersion m_glslVersion;
   2547 };
   2548 
   2549 // Testcase for interface qualifiers matching
   2550 class InterfaceMatchingCase : public TestCase
   2551 {
   2552 public:
   2553 	enum TestType
   2554 	{
   2555 		DEFAULT_PRECISION,
   2556 		SET_DEFAULT_PRECISION,
   2557 		SET_PRECISION
   2558 	};
   2559 
   2560 	std::string getTestTypeName(TestType testType)
   2561 	{
   2562 		switch (testType)
   2563 		{
   2564 		case DEFAULT_PRECISION:
   2565 			return "use predeclared precision";
   2566 		case SET_DEFAULT_PRECISION:
   2567 			return "set default precision";
   2568 		case SET_PRECISION:
   2569 			return "explicit precision";
   2570 		}
   2571 		return "";
   2572 	}
   2573 
   2574 	InterfaceMatchingCase(Context& context, const char* name, glu::GLSLVersion glslVersion)
   2575 		: TestCase(context, name, "matching precision qualifiers between stages"), m_glslVersion(glslVersion)
   2576 	{
   2577 	}
   2578 
   2579 	~InterfaceMatchingCase(void)
   2580 	{
   2581 	}
   2582 
   2583 	string getDefaultFragmentPrecision()
   2584 	{
   2585 		return "";
   2586 	}
   2587 
   2588 	// Generate a vertex shader for variable input/output precision testing
   2589 	virtual void generateVarLinkVertexShaderSrc(std::string& outVtxSrc, glu::GLSLVersion glslVersion,
   2590 												const string& precision, TestType testMode) = 0;
   2591 
   2592 	// Generate a fragment shader for variable input/output precision testing
   2593 	virtual void generateVarLinkFragmentShaderSrc(std::string& outFragSrc, glu::GLSLVersion glslVersion,
   2594 												  const string& precision, TestType testMode) = 0;
   2595 
   2596 	// Verify the surface is filled with the expected color
   2597 	bool checkSurface(tcu::Surface surface, tcu::RGBA expectedColor)
   2598 	{
   2599 		int numFailedPixels = 0;
   2600 		for (int y = 0; y < surface.getHeight(); y++)
   2601 		{
   2602 			for (int x = 0; x < surface.getWidth(); x++)
   2603 			{
   2604 				if (surface.getPixel(x, y) != expectedColor)
   2605 					numFailedPixels += 1;
   2606 			}
   2607 		}
   2608 		return (numFailedPixels == 0);
   2609 	}
   2610 
   2611 	// Log the program info log
   2612 	void logProgramInfoLog(const glw::Functions& gl, glw::GLuint program)
   2613 	{
   2614 		TestLog&	 log	 = m_testCtx.getLog();
   2615 		glw::GLint   value   = 0;
   2616 		glw::GLsizei bufSize = 0;
   2617 		glw::GLsizei length  = 0;
   2618 
   2619 		gl.getProgramiv(program, GL_INFO_LOG_LENGTH, &value);
   2620 		std::vector<char> infoLogBuf(value + 1);
   2621 
   2622 		gl.getProgramInfoLog(program, bufSize, &length, &infoLogBuf[0]);
   2623 		GLU_EXPECT_NO_ERROR(gl.getError(), "GetProgramInfoLog failed");
   2624 
   2625 		log << TestLog::Message << "Program Log:\n" << &infoLogBuf[0] << TestLog::EndMessage;
   2626 	}
   2627 
   2628 	// Check program validity created with CreateShaderProgram
   2629 	bool checkCSProg(const glw::Functions& gl, GLuint program, int expectedLink = GL_TRUE)
   2630 	{
   2631 		int linked = GL_FALSE;
   2632 		if (program != 0)
   2633 		{
   2634 			gl.getProgramiv(program, GL_LINK_STATUS, &linked);
   2635 
   2636 			if (expectedLink && !linked)
   2637 			{
   2638 				logProgramInfoLog(gl, program);
   2639 			}
   2640 		}
   2641 
   2642 		return (program != 0) && (linked == expectedLink);
   2643 	}
   2644 
   2645 	IterateResult iterate(void)
   2646 	{
   2647 		TestLog&				 log		  = m_testCtx.getLog();
   2648 		const glw::Functions&	gl			  = m_context.getRenderContext().getFunctions();
   2649 		const tcu::RenderTarget& renderTarget = m_context.getRenderContext().getRenderTarget();
   2650 		int						 viewportW	= de::min(16, renderTarget.getWidth());
   2651 		int						 viewportH	= de::min(16, renderTarget.getHeight());
   2652 		tcu::Surface			 renderedFrame(viewportW, viewportH);
   2653 
   2654 		glw::GLuint programA, programB;
   2655 		glw::GLuint vao, vertexBuf, indexBuf;
   2656 		std::string vtx;
   2657 		std::string frag, frag2;
   2658 		glw::GLuint pipeline;
   2659 		const char* srcStrings[1];
   2660 		glw::GLuint value;
   2661 
   2662 		gl.viewport(0, 0, viewportW, viewportH);
   2663 		gl.clearColor(0.0f, 0.0f, 0.0f, 0.0f);
   2664 		gl.clear(GL_COLOR_BUFFER_BIT);
   2665 
   2666 		static const deUint16 quadIndices[] = { 0, 1, 2, 2, 1, 3 };
   2667 		const float			  position[]	= { -1.0f, -1.0f, +1.0f, 1.0f, -1.0f, +1.0f, 0.0f,  1.0f,
   2668 								   +1.0f, -1.0f, 0.0f,  1.0f, +1.0f, +1.0f, -1.0f, 1.0f };
   2669 
   2670 		/* Set up a vertex array object */
   2671 		gl.genVertexArrays(1, &vao);
   2672 		gl.bindVertexArray(vao);
   2673 
   2674 		gl.genBuffers(1, &indexBuf);
   2675 		gl.bindBuffer(GL_ELEMENT_ARRAY_BUFFER, indexBuf);
   2676 		gl.bufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quadIndices), quadIndices, GL_STATIC_DRAW);
   2677 
   2678 		gl.genBuffers(1, &vertexBuf);
   2679 		gl.bindBuffer(GL_ARRAY_BUFFER, vertexBuf);
   2680 		gl.bufferData(GL_ARRAY_BUFFER, sizeof(position), position, GL_STATIC_DRAW);
   2681 
   2682 		/* Set up shader pipeline */
   2683 		gl.genProgramPipelines(1, &pipeline);
   2684 		gl.bindProgramPipeline(pipeline);
   2685 
   2686 		struct PrecisionTests
   2687 		{
   2688 			TestType	testType;
   2689 			std::string precision;
   2690 		};
   2691 
   2692 		PrecisionTests vertexPrecisionTests[] = {
   2693 			{ DEFAULT_PRECISION, "highp" },	{ SET_DEFAULT_PRECISION, "highp" }, { SET_DEFAULT_PRECISION, "mediump" },
   2694 			{ SET_DEFAULT_PRECISION, "lowp" }, { SET_PRECISION, "highp" },		   { SET_PRECISION, "mediump" },
   2695 			{ SET_PRECISION, "lowp" }
   2696 		};
   2697 
   2698 		PrecisionTests fragmentPrecisionTests[] = { { DEFAULT_PRECISION, getDefaultFragmentPrecision() },
   2699 													{ SET_DEFAULT_PRECISION, "highp" },
   2700 													{ SET_DEFAULT_PRECISION, "mediump" },
   2701 													{ SET_DEFAULT_PRECISION, "lowp" },
   2702 													{ SET_PRECISION, "highp" },
   2703 													{ SET_PRECISION, "mediump" },
   2704 													{ SET_PRECISION, "lowp" } };
   2705 
   2706 		// Shader interface matching inputs/outputs precision
   2707 		int maxTests = 7;
   2708 		for (int vertexTestIteration = 0; vertexTestIteration < maxTests; vertexTestIteration++)
   2709 		{
   2710 			std::string vertexPrecision = vertexPrecisionTests[vertexTestIteration].precision;
   2711 			TestType	vertexTestType  = vertexPrecisionTests[vertexTestIteration].testType;
   2712 			for (int fragmentTestIteration = 0; fragmentTestIteration < maxTests; fragmentTestIteration++)
   2713 			{
   2714 				std::string fragmentPrecision = fragmentPrecisionTests[fragmentTestIteration].precision;
   2715 				TestType	fragmentTestType  = fragmentPrecisionTests[fragmentTestIteration].testType;
   2716 				if (fragmentPrecision.empty())
   2717 					continue;
   2718 
   2719 				log << TestLog::Message << "vertex shader precision: " << vertexPrecision
   2720 					<< ", shader test mode: " << getTestTypeName(vertexTestType) << TestLog::EndMessage;
   2721 
   2722 				log << TestLog::Message << "fragment shader precision: " << fragmentPrecision
   2723 					<< ", shader test mode: " << getTestTypeName(fragmentTestType) << TestLog::EndMessage;
   2724 
   2725 				generateVarLinkVertexShaderSrc(vtx, m_glslVersion, vertexPrecision, vertexTestType);
   2726 				generateVarLinkFragmentShaderSrc(frag, m_glslVersion, fragmentPrecision, fragmentTestType);
   2727 
   2728 				srcStrings[0] = vtx.c_str();
   2729 				programA	  = gl.createShaderProgramv(GL_VERTEX_SHADER, 1, srcStrings);
   2730 				if (!checkCSProg(gl, programA))
   2731 				{
   2732 					TCU_FAIL("CreateShaderProgramv failed for vertex shader");
   2733 				}
   2734 				srcStrings[0] = frag.c_str();
   2735 				programB	  = gl.createShaderProgramv(GL_FRAGMENT_SHADER, 1, srcStrings);
   2736 				if (!checkCSProg(gl, programB))
   2737 				{
   2738 					TCU_FAIL("CreateShaderProgramv failed for fragment shader");
   2739 				}
   2740 
   2741 				gl.useProgramStages(pipeline, GL_VERTEX_SHADER_BIT, programA);
   2742 				gl.useProgramStages(pipeline, GL_FRAGMENT_SHADER_BIT, programB);
   2743 				GLU_EXPECT_NO_ERROR(gl.getError(), "InterfaceMatching failure");
   2744 
   2745 				// Mismatched input and output qualifiers
   2746 				// For OpenGL ES contexts, this should result in a validation failure.
   2747 				// For OpenGL contexts, validation should succeed.
   2748 				gl.validateProgramPipeline(pipeline);
   2749 				gl.getProgramPipelineiv(pipeline, GL_VALIDATE_STATUS, (glw::GLint*)&value);
   2750 				int precisionCompareResult = fragmentPrecision.compare(vertexPrecision);
   2751 				if (glu::isContextTypeES(m_context.getRenderContext().getType()) && (precisionCompareResult != 0))
   2752 				{
   2753 					// precision mismatch
   2754 					if (value != GL_FALSE)
   2755 					{
   2756 						log.startShaderProgram(
   2757 							false, "Precision mismatch, pipeline validation status GL_TRUE expected GL_FALSE");
   2758 						log.writeShader(QP_SHADER_TYPE_VERTEX, vtx.c_str(), true, "");
   2759 						log.writeShader(QP_SHADER_TYPE_FRAGMENT, frag.c_str(), true, "");
   2760 						log.endShaderProgram();
   2761 						TCU_FAIL("InterfaceMatchingCase failed");
   2762 					}
   2763 					else
   2764 					{
   2765 						log << TestLog::Message << "Precision mismatch, Pipeline validation status GL_FALSE -> OK"
   2766 							<< TestLog::EndMessage;
   2767 					}
   2768 				}
   2769 				else
   2770 				{
   2771 					if (value != GL_TRUE)
   2772 					{
   2773 						std::stringstream str;
   2774 						str << "Precision " << (precisionCompareResult ? "mismatch" : "matches")
   2775 							<< ", pipeline validation status GL_FALSE expected GL_TRUE";
   2776 
   2777 						log.startShaderProgram(false, str.str().c_str());
   2778 						log.writeShader(QP_SHADER_TYPE_VERTEX, vtx.c_str(), true, "");
   2779 						log.writeShader(QP_SHADER_TYPE_FRAGMENT, frag.c_str(), true, "");
   2780 						log.endShaderProgram();
   2781 						TCU_FAIL("InterfaceMatchingCase failed");
   2782 					}
   2783 					else
   2784 					{
   2785 						log << TestLog::Message << "Precision " << (precisionCompareResult ? "mismatch" : "matches")
   2786 							<< ", pipeline validation status GL_TRUE -> OK" << TestLog::EndMessage;
   2787 						// precision matches
   2788 						gl.clear(GL_COLOR_BUFFER_BIT);
   2789 						// white
   2790 						int posLoc = gl.getAttribLocation(programA, "a_position");
   2791 						gl.vertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
   2792 						gl.enableVertexAttribArray(posLoc);
   2793 						gl.programUniform4f(programA, gl.getUniformLocation(programA, "u_color"), 1.0f, 1.0f, 1.0f,
   2794 											1.0f);
   2795 						GLU_EXPECT_NO_ERROR(gl.getError(), "StateInteraction failure, set uniform value");
   2796 						gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2797 						GLU_EXPECT_NO_ERROR(gl.getError(), "DrawElements failure");
   2798 						gl.disableVertexAttribArray(posLoc);
   2799 
   2800 						glu::readPixels(m_context.getRenderContext(), 0, 0, renderedFrame.getAccess());
   2801 
   2802 						// expect white
   2803 						if (!checkSurface(renderedFrame, tcu::RGBA::white()))
   2804 						{
   2805 							TCU_FAIL("InterfaceMatchingCase failed; surface should be white");
   2806 						}
   2807 					}
   2808 				}
   2809 
   2810 				// validate non separable program
   2811 
   2812 				glu::ShaderProgram progVF(m_context.getRenderContext(),
   2813 										  glu::makeVtxFragSources(vtx.c_str(), frag.c_str()));
   2814 
   2815 				gl.useProgram(progVF.getProgram());
   2816 				gl.uniform4f(gl.getUniformLocation(progVF.getProgram(), "u_color"), 1.0f, 1.0f, 1.0f, 1.0f);
   2817 				if (!progVF.getProgramInfo().linkOk)
   2818 				{
   2819 					log << progVF;
   2820 					log << TestLog::Message << "Non separable program link status GL_FALSE expected GL_TRUE"
   2821 						<< TestLog::EndMessage;
   2822 					TCU_FAIL("InterfaceMatchingCase failed, non separable program should link");
   2823 				}
   2824 
   2825 				int posLoc = gl.getAttribLocation(progVF.getProgram(), "a_position");
   2826 				gl.vertexAttribPointer(posLoc, 4, GL_FLOAT, GL_FALSE, 0, 0);
   2827 				gl.enableVertexAttribArray(posLoc);
   2828 				gl.drawElements(GL_TRIANGLES, DE_LENGTH_OF_ARRAY(quadIndices), GL_UNSIGNED_SHORT, NULL);
   2829 				gl.disableVertexAttribArray(posLoc);
   2830 
   2831 				GLU_EXPECT_NO_ERROR(gl.getError(), "StateInteraction failure, non separable program draw call");
   2832 				glu::readPixels(m_context.getRenderContext(), 0, 0, renderedFrame.getAccess());
   2833 				// expect white
   2834 				if (!checkSurface(renderedFrame, tcu::RGBA::white()))
   2835 				{
   2836 					TCU_FAIL("InterfaceMatchingCase failed, non separable program, unexpected color found");
   2837 				}
   2838 
   2839 				gl.deleteProgram(programA);
   2840 				gl.deleteProgram(programB);
   2841 				gl.useProgram(0);
   2842 			}
   2843 		}
   2844 		gl.bindVertexArray(0);
   2845 		gl.deleteVertexArrays(1, &vao);
   2846 		gl.deleteBuffers(1, &indexBuf);
   2847 		gl.deleteBuffers(1, &vertexBuf);
   2848 		gl.bindProgramPipeline(0);
   2849 		gl.deleteProgramPipelines(1, &pipeline);
   2850 
   2851 		m_testCtx.setTestResult(QP_TEST_RESULT_PASS, "Pass");
   2852 		return STOP;
   2853 	}
   2854 
   2855 protected:
   2856 	glu::GLSLVersion m_glslVersion;
   2857 };
   2858 
   2859 class InterfaceMatchingCaseFloat : public InterfaceMatchingCase
   2860 {
   2861 public:
   2862 	InterfaceMatchingCaseFloat(Context& context, const char* name, glu::GLSLVersion glslVersion)
   2863 		: InterfaceMatchingCase(context, name, glslVersion)
   2864 	{
   2865 	}
   2866 
   2867 	void generateVarLinkVertexShaderSrc(std::string& outVtxSrc, glu::GLSLVersion glslVersion, const string& precision,
   2868 										TestType testMode)
   2869 	{
   2870 		std::ostringstream vtxSrc;
   2871 		vtxSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   2872 		if (glslVersion >= glu::GLSL_VERSION_410)
   2873 		{
   2874 			vtxSrc << "out gl_PerVertex {\n"
   2875 					  "  vec4 gl_Position;\n"
   2876 					  "};\n";
   2877 		}
   2878 		vtxSrc << "in highp vec4 a_position;\n";
   2879 		vtxSrc << "uniform highp vec4 u_color;\n";
   2880 		switch (testMode)
   2881 		{
   2882 		case SET_DEFAULT_PRECISION:
   2883 			vtxSrc << "precision " << precision << " float;\n";
   2884 		case DEFAULT_PRECISION:
   2885 			vtxSrc << "out float var;\n";
   2886 			break;
   2887 		case SET_PRECISION:
   2888 			vtxSrc << "out " << precision << " float var;\n";
   2889 			break;
   2890 		}
   2891 		vtxSrc << "void main (void)\n";
   2892 		vtxSrc << "{\n";
   2893 		vtxSrc << "   gl_Position = a_position;\n";
   2894 		vtxSrc << "   var = u_color.r;\n";
   2895 		vtxSrc << "}\n";
   2896 		outVtxSrc = vtxSrc.str();
   2897 	}
   2898 
   2899 	void generateVarLinkFragmentShaderSrc(std::string& outFragSrc, glu::GLSLVersion glslVersion,
   2900 										  const string& precision, TestType testMode)
   2901 	{
   2902 		std::ostringstream fragSrc;
   2903 		fragSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   2904 		switch (testMode)
   2905 		{
   2906 		case SET_DEFAULT_PRECISION:
   2907 			fragSrc << "precision " << precision << " float;\n";
   2908 		case DEFAULT_PRECISION:
   2909 			fragSrc << "in float var;\n";
   2910 			break;
   2911 		case SET_PRECISION:
   2912 			fragSrc << "in " << precision << " float var;\n";
   2913 			break;
   2914 		}
   2915 		fragSrc << "layout(location = 0) out mediump vec4 o_color;\n";
   2916 		fragSrc << "void main (void)\n";
   2917 		fragSrc << "{\n";
   2918 		fragSrc << "    o_color = vec4(var);\n";
   2919 		fragSrc << "}\n";
   2920 		outFragSrc = fragSrc.str();
   2921 	}
   2922 };
   2923 
   2924 class InterfaceMatchingCaseInt : public InterfaceMatchingCase
   2925 {
   2926 public:
   2927 	InterfaceMatchingCaseInt(Context& context, const char* name, glu::GLSLVersion glslVersion)
   2928 		: InterfaceMatchingCase(context, name, glslVersion)
   2929 	{
   2930 	}
   2931 
   2932 	std::string getDefaultFragmentPrecision()
   2933 	{
   2934 		return "mediump";
   2935 	}
   2936 
   2937 	void generateVarLinkVertexShaderSrc(std::string& outVtxSrc, glu::GLSLVersion glslVersion, const string& precision,
   2938 										TestType testMode)
   2939 	{
   2940 		std::ostringstream vtxSrc;
   2941 		vtxSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   2942 		if (glslVersion >= glu::GLSL_VERSION_410)
   2943 		{
   2944 			vtxSrc << "out gl_PerVertex {\n"
   2945 					  "  vec4 gl_Position;\n"
   2946 					  "};\n";
   2947 		}
   2948 		vtxSrc << "in highp vec4 a_position;\n";
   2949 		vtxSrc << "uniform highp vec4 u_color;\n";
   2950 		switch (testMode)
   2951 		{
   2952 		case SET_DEFAULT_PRECISION:
   2953 			vtxSrc << "precision " << precision << " int;\n";
   2954 		case DEFAULT_PRECISION:
   2955 			vtxSrc << "flat out int var;\n";
   2956 			break;
   2957 		case SET_PRECISION:
   2958 			vtxSrc << "flat out " << precision << " int var;\n";
   2959 			break;
   2960 		}
   2961 		vtxSrc << "void main (void)\n";
   2962 		vtxSrc << "{\n";
   2963 		vtxSrc << "   gl_Position = a_position;\n";
   2964 		vtxSrc << "   var = int(u_color.r);\n";
   2965 		vtxSrc << "}\n";
   2966 		outVtxSrc = vtxSrc.str();
   2967 	}
   2968 
   2969 	void generateVarLinkFragmentShaderSrc(std::string& outFragSrc, glu::GLSLVersion glslVersion,
   2970 										  const string& precision, TestType testMode)
   2971 	{
   2972 		std::ostringstream fragSrc;
   2973 		fragSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   2974 		switch (testMode)
   2975 		{
   2976 		case SET_DEFAULT_PRECISION:
   2977 			fragSrc << "precision " << precision << " int;\n";
   2978 		case DEFAULT_PRECISION:
   2979 			fragSrc << "flat in int var;\n";
   2980 			break;
   2981 		case SET_PRECISION:
   2982 			fragSrc << "flat in " << precision << " int var;\n";
   2983 			break;
   2984 		}
   2985 		fragSrc << "layout(location = 0) out mediump vec4 o_color;\n";
   2986 		fragSrc << "void main (void)\n";
   2987 		fragSrc << "{\n";
   2988 		fragSrc << "    o_color = vec4(var);\n";
   2989 		fragSrc << "}\n";
   2990 		outFragSrc = fragSrc.str();
   2991 	}
   2992 };
   2993 
   2994 class InterfaceMatchingCaseUInt : public InterfaceMatchingCase
   2995 {
   2996 public:
   2997 	InterfaceMatchingCaseUInt(Context& context, const char* name, glu::GLSLVersion glslVersion)
   2998 		: InterfaceMatchingCase(context, name, glslVersion)
   2999 	{
   3000 	}
   3001 
   3002 	std::string getDefaultFragmentPrecision()
   3003 	{
   3004 		return "mediump";
   3005 	}
   3006 
   3007 	void generateVarLinkVertexShaderSrc(std::string& outVtxSrc, glu::GLSLVersion glslVersion, const string& precision,
   3008 										TestType testMode)
   3009 	{
   3010 		std::ostringstream vtxSrc;
   3011 		vtxSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   3012 		if (glslVersion >= glu::GLSL_VERSION_410)
   3013 		{
   3014 			vtxSrc << "out gl_PerVertex {\n"
   3015 					  "  vec4 gl_Position;\n"
   3016 					  "};\n";
   3017 		}
   3018 		vtxSrc << "in highp vec4 a_position;\n";
   3019 		vtxSrc << "uniform highp vec4 u_color;\n";
   3020 		switch (testMode)
   3021 		{
   3022 		case SET_DEFAULT_PRECISION:
   3023 			vtxSrc << "precision " << precision << " int;\n";
   3024 		case DEFAULT_PRECISION:
   3025 			vtxSrc << "flat out uint var;\n";
   3026 			break;
   3027 		case SET_PRECISION:
   3028 			vtxSrc << "flat out " << precision << " uint var;\n";
   3029 			break;
   3030 		}
   3031 		vtxSrc << "void main (void)\n";
   3032 		vtxSrc << "{\n";
   3033 		vtxSrc << "   gl_Position = a_position;\n";
   3034 		vtxSrc << "   var = uint(u_color.r);\n";
   3035 		vtxSrc << "}\n";
   3036 		outVtxSrc = vtxSrc.str();
   3037 	}
   3038 
   3039 	void generateVarLinkFragmentShaderSrc(std::string& outFragSrc, glu::GLSLVersion glslVersion,
   3040 										  const string& precision, TestType testMode)
   3041 	{
   3042 		std::ostringstream fragSrc;
   3043 		fragSrc << glu::getGLSLVersionDeclaration(glslVersion) << "\n";
   3044 		switch (testMode)
   3045 		{
   3046 		case SET_DEFAULT_PRECISION:
   3047 			fragSrc << "precision " << precision << " int;\n";
   3048 		case DEFAULT_PRECISION:
   3049 			fragSrc << "flat in uint var;\n";
   3050 			break;
   3051 		case SET_PRECISION:
   3052 			fragSrc << "flat in " << precision << " uint var;\n";
   3053 			break;
   3054 		}
   3055 		fragSrc << "layout(location = 0) out mediump vec4 o_color;\n";
   3056 		fragSrc << "void main (void)\n";
   3057 		fragSrc << "{\n";
   3058 		fragSrc << "    o_color = vec4(var);\n";
   3059 		fragSrc << "}\n";
   3060 		outFragSrc = fragSrc.str();
   3061 	}
   3062 };
   3063 
   3064 SeparateShaderObjsTests::SeparateShaderObjsTests(Context& context, glu::GLSLVersion glslVersion)
   3065 	: TestCaseGroup(context, "sepshaderobjs", "separate_shader_object tests"), m_glslVersion(glslVersion)
   3066 {
   3067 	DE_ASSERT(glslVersion == glu::GLSL_VERSION_310_ES || glslVersion >= glu::GLSL_VERSION_440);
   3068 }
   3069 
   3070 SeparateShaderObjsTests::~SeparateShaderObjsTests(void)
   3071 {
   3072 }
   3073 
   3074 void SeparateShaderObjsTests::init(void)
   3075 {
   3076 
   3077 	// API validation for CreateShaderProgram
   3078 	addChild(new CreateShadProgCase(m_context, "CreateShadProgApi", "createShaderProgram API", m_glslVersion));
   3079 	// API validation for UseProgramStages
   3080 	addChild(new UseProgStagesCase(m_context, "UseProgStagesApi", "useProgramStages API", m_glslVersion));
   3081 	// API validation for pipeline related functions
   3082 	addChild(new PipelineApiCase(m_context, "PipelineApi", "Pipeline API", m_glslVersion));
   3083 	// API validation for variations of ProgramUniform
   3084 	addChild(new ProgramUniformCase(m_context, "ProgUniformAPI", "ProgramUniform API", m_glslVersion));
   3085 	// State interactions
   3086 	addChild(new StateInteractionCase(m_context, "StateInteraction", "SSO State Interactions", m_glslVersion));
   3087 	// input / output precision matching
   3088 	addChild(new InterfaceMatchingCaseFloat(m_context, "InterfacePrecisionMatchingFloat", m_glslVersion));
   3089 	addChild(new InterfaceMatchingCaseInt(m_context, "InterfacePrecisionMatchingInt", m_glslVersion));
   3090 	addChild(new InterfaceMatchingCaseUInt(m_context, "InterfacePrecisionMatchingUInt", m_glslVersion));
   3091 }
   3092 
   3093 } // glcts
   3094