/*------------------------------------------------------------------------- * drawElements Quality Program OpenGL (ES) Module * ----------------------------------------------- * * Copyright 2014 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. * *//*! * \file * \brief Texture test utilities. *//*--------------------------------------------------------------------*/ #include "glsTextureTestUtil.hpp" #include "gluDefs.hpp" #include "gluDrawUtil.hpp" #include "gluRenderContext.hpp" #include "deRandom.hpp" #include "tcuTestLog.hpp" #include "tcuVectorUtil.hpp" #include "tcuTextureUtil.hpp" #include "tcuImageCompare.hpp" #include "tcuStringTemplate.hpp" #include "tcuTexLookupVerifier.hpp" #include "tcuTexVerifierUtil.hpp" #include "glwEnums.hpp" #include "glwFunctions.hpp" #include "qpWatchDog.h" #include "deStringUtil.hpp" using tcu::TestLog; using std::vector; using std::string; using std::map; using namespace glu::TextureTestUtil; namespace deqp { namespace gls { namespace TextureTestUtil { RandomViewport::RandomViewport (const tcu::RenderTarget& renderTarget, int preferredWidth, int preferredHeight, deUint32 seed) : x (0) , y (0) , width (deMin32(preferredWidth, renderTarget.getWidth())) , height (deMin32(preferredHeight, renderTarget.getHeight())) { de::Random rnd(seed); x = rnd.getInt(0, renderTarget.getWidth() - width); y = rnd.getInt(0, renderTarget.getHeight() - height); } ProgramLibrary::ProgramLibrary (const glu::RenderContext& context, tcu::TestLog& log, glu::GLSLVersion glslVersion, glu::Precision texCoordPrecision) : m_context (context) , m_log (log) , m_glslVersion (glslVersion) , m_texCoordPrecision (texCoordPrecision) { } ProgramLibrary::~ProgramLibrary (void) { clear(); } void ProgramLibrary::clear (void) { for (map<Program, glu::ShaderProgram*>::iterator i = m_programs.begin(); i != m_programs.end(); i++) { delete i->second; i->second = DE_NULL; } m_programs.clear(); } glu::ShaderProgram* ProgramLibrary::getProgram (Program program) { if (m_programs.find(program) != m_programs.end()) return m_programs[program]; // Return from cache. static const char* vertShaderTemplate = "${VTX_HEADER}" "${VTX_IN} highp vec4 a_position;\n" "${VTX_IN} ${PRECISION} ${TEXCOORD_TYPE} a_texCoord;\n" "${VTX_OUT} ${PRECISION} ${TEXCOORD_TYPE} v_texCoord;\n" "\n" "void main (void)\n" "{\n" " gl_Position = a_position;\n" " v_texCoord = a_texCoord;\n" "}\n"; static const char* fragShaderTemplate = "${FRAG_HEADER}" "${FRAG_IN} ${PRECISION} ${TEXCOORD_TYPE} v_texCoord;\n" "uniform ${PRECISION} float u_bias;\n" "uniform ${PRECISION} float u_ref;\n" "uniform ${PRECISION} vec4 u_colorScale;\n" "uniform ${PRECISION} vec4 u_colorBias;\n" "uniform ${PRECISION} ${SAMPLER_TYPE} u_sampler;\n" "\n" "void main (void)\n" "{\n" " ${FRAG_COLOR} = ${LOOKUP} * u_colorScale + u_colorBias;\n" "}\n"; map<string, string> params; bool isCube = de::inRange<int>(program, PROGRAM_CUBE_FLOAT, PROGRAM_CUBE_SHADOW_BIAS); bool isArray = de::inRange<int>(program, PROGRAM_2D_ARRAY_FLOAT, PROGRAM_2D_ARRAY_SHADOW) || de::inRange<int>(program, PROGRAM_1D_ARRAY_FLOAT, PROGRAM_1D_ARRAY_SHADOW); bool is1D = de::inRange<int>(program, PROGRAM_1D_FLOAT, PROGRAM_1D_UINT_BIAS) || de::inRange<int>(program, PROGRAM_1D_ARRAY_FLOAT, PROGRAM_1D_ARRAY_SHADOW) || de::inRange<int>(program, PROGRAM_BUFFER_FLOAT, PROGRAM_BUFFER_UINT); bool is2D = de::inRange<int>(program, PROGRAM_2D_FLOAT, PROGRAM_2D_UINT_BIAS) || de::inRange<int>(program, PROGRAM_2D_ARRAY_FLOAT, PROGRAM_2D_ARRAY_SHADOW); bool is3D = de::inRange<int>(program, PROGRAM_3D_FLOAT, PROGRAM_3D_UINT_BIAS); bool isCubeArray = de::inRange<int>(program, PROGRAM_CUBE_ARRAY_FLOAT, PROGRAM_CUBE_ARRAY_SHADOW); bool isBuffer = de::inRange<int>(program, PROGRAM_BUFFER_FLOAT, PROGRAM_BUFFER_UINT); if (m_glslVersion == glu::GLSL_VERSION_100_ES) { params["FRAG_HEADER"] = ""; params["VTX_HEADER"] = ""; params["VTX_IN"] = "attribute"; params["VTX_OUT"] = "varying"; params["FRAG_IN"] = "varying"; params["FRAG_COLOR"] = "gl_FragColor"; } else if (m_glslVersion == glu::GLSL_VERSION_300_ES || m_glslVersion == glu::GLSL_VERSION_310_ES || m_glslVersion == glu::GLSL_VERSION_320_ES || m_glslVersion == glu::GLSL_VERSION_330) { const string version = glu::getGLSLVersionDeclaration(m_glslVersion); const char* ext = DE_NULL; if (glu::glslVersionIsES(m_glslVersion) && m_glslVersion != glu::GLSL_VERSION_320_ES) { if (isCubeArray) ext = "GL_EXT_texture_cube_map_array"; else if (isBuffer) ext = "GL_EXT_texture_buffer"; } params["FRAG_HEADER"] = version + (ext ? string("\n#extension ") + ext + " : require" : string()) + "\nlayout(location = 0) out mediump vec4 dEQP_FragColor;\n"; params["VTX_HEADER"] = version + "\n"; params["VTX_IN"] = "in"; params["VTX_OUT"] = "out"; params["FRAG_IN"] = "in"; params["FRAG_COLOR"] = "dEQP_FragColor"; } else DE_FATAL("Unsupported version"); params["PRECISION"] = glu::getPrecisionName(m_texCoordPrecision); if (isCubeArray) params["TEXCOORD_TYPE"] = "vec4"; else if (isCube || (is2D && isArray) || is3D) params["TEXCOORD_TYPE"] = "vec3"; else if ((is1D && isArray) || is2D) params["TEXCOORD_TYPE"] = "vec2"; else if (is1D) params["TEXCOORD_TYPE"] = "float"; else DE_ASSERT(DE_FALSE); const char* sampler = DE_NULL; const char* lookup = DE_NULL; if (m_glslVersion == glu::GLSL_VERSION_300_ES || m_glslVersion == glu::GLSL_VERSION_310_ES || m_glslVersion == glu::GLSL_VERSION_320_ES || m_glslVersion == glu::GLSL_VERSION_330) { switch (program) { case PROGRAM_2D_FLOAT: sampler = "sampler2D"; lookup = "texture(u_sampler, v_texCoord)"; break; case PROGRAM_2D_INT: sampler = "isampler2D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_2D_UINT: sampler = "usampler2D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_2D_SHADOW: sampler = "sampler2DShadow"; lookup = "vec4(texture(u_sampler, vec3(v_texCoord, u_ref)), 0.0, 0.0, 1.0)"; break; case PROGRAM_2D_FLOAT_BIAS: sampler = "sampler2D"; lookup = "texture(u_sampler, v_texCoord, u_bias)"; break; case PROGRAM_2D_INT_BIAS: sampler = "isampler2D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break; case PROGRAM_2D_UINT_BIAS: sampler = "usampler2D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break; case PROGRAM_2D_SHADOW_BIAS: sampler = "sampler2DShadow"; lookup = "vec4(texture(u_sampler, vec3(v_texCoord, u_ref), u_bias), 0.0, 0.0, 1.0)"; break; case PROGRAM_1D_FLOAT: sampler = "sampler1D"; lookup = "texture(u_sampler, v_texCoord)"; break; case PROGRAM_1D_INT: sampler = "isampler1D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_1D_UINT: sampler = "usampler1D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_1D_SHADOW: sampler = "sampler1DShadow"; lookup = "vec4(texture(u_sampler, vec3(v_texCoord, u_ref)), 0.0, 0.0, 1.0)"; break; case PROGRAM_1D_FLOAT_BIAS: sampler = "sampler1D"; lookup = "texture(u_sampler, v_texCoord, u_bias)"; break; case PROGRAM_1D_INT_BIAS: sampler = "isampler1D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break; case PROGRAM_1D_UINT_BIAS: sampler = "usampler1D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break; case PROGRAM_1D_SHADOW_BIAS: sampler = "sampler1DShadow"; lookup = "vec4(texture(u_sampler, vec3(v_texCoord, u_ref), u_bias), 0.0, 0.0, 1.0)"; break; case PROGRAM_CUBE_FLOAT: sampler = "samplerCube"; lookup = "texture(u_sampler, v_texCoord)"; break; case PROGRAM_CUBE_INT: sampler = "isamplerCube"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_CUBE_UINT: sampler = "usamplerCube"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_CUBE_SHADOW: sampler = "samplerCubeShadow"; lookup = "vec4(texture(u_sampler, vec4(v_texCoord, u_ref)), 0.0, 0.0, 1.0)"; break; case PROGRAM_CUBE_FLOAT_BIAS: sampler = "samplerCube"; lookup = "texture(u_sampler, v_texCoord, u_bias)"; break; case PROGRAM_CUBE_INT_BIAS: sampler = "isamplerCube"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break; case PROGRAM_CUBE_UINT_BIAS: sampler = "usamplerCube"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break; case PROGRAM_CUBE_SHADOW_BIAS: sampler = "samplerCubeShadow"; lookup = "vec4(texture(u_sampler, vec4(v_texCoord, u_ref), u_bias), 0.0, 0.0, 1.0)"; break; case PROGRAM_2D_ARRAY_FLOAT: sampler = "sampler2DArray"; lookup = "texture(u_sampler, v_texCoord)"; break; case PROGRAM_2D_ARRAY_INT: sampler = "isampler2DArray"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_2D_ARRAY_UINT: sampler = "usampler2DArray"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_2D_ARRAY_SHADOW: sampler = "sampler2DArrayShadow"; lookup = "vec4(texture(u_sampler, vec4(v_texCoord, u_ref)), 0.0, 0.0, 1.0)"; break; case PROGRAM_3D_FLOAT: sampler = "sampler3D"; lookup = "texture(u_sampler, v_texCoord)"; break; case PROGRAM_3D_INT: sampler = "isampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_3D_UINT: sampler = "usampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_3D_FLOAT_BIAS: sampler = "sampler3D"; lookup = "texture(u_sampler, v_texCoord, u_bias)"; break; case PROGRAM_3D_INT_BIAS: sampler = "isampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break; case PROGRAM_3D_UINT_BIAS: sampler = "usampler3D"; lookup = "vec4(texture(u_sampler, v_texCoord, u_bias))"; break; case PROGRAM_CUBE_ARRAY_FLOAT: sampler = "samplerCubeArray"; lookup = "texture(u_sampler, v_texCoord)"; break; case PROGRAM_CUBE_ARRAY_INT: sampler = "isamplerCubeArray"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_CUBE_ARRAY_UINT: sampler = "usamplerCubeArray"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_CUBE_ARRAY_SHADOW: sampler = "samplerCubeArrayShadow"; lookup = "vec4(texture(u_sampler, vec4(v_texCoord, u_ref)), 0.0, 0.0, 1.0)"; break; case PROGRAM_1D_ARRAY_FLOAT: sampler = "sampler1DArray"; lookup = "texture(u_sampler, v_texCoord)"; break; case PROGRAM_1D_ARRAY_INT: sampler = "isampler1DArray"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_1D_ARRAY_UINT: sampler = "usampler1DArray"; lookup = "vec4(texture(u_sampler, v_texCoord))"; break; case PROGRAM_1D_ARRAY_SHADOW: sampler = "sampler1DArrayShadow"; lookup = "vec4(texture(u_sampler, vec4(v_texCoord, u_ref)), 0.0, 0.0, 1.0)"; break; case PROGRAM_BUFFER_FLOAT: sampler = "samplerBuffer"; lookup = "texelFetch(u_sampler, int(v_texCoord))"; break; case PROGRAM_BUFFER_INT: sampler = "isamplerBuffer"; lookup = "vec4(texelFetch(u_sampler, int(v_texCoord)))"; break; case PROGRAM_BUFFER_UINT: sampler = "usamplerBuffer"; lookup = "vec4(texelFetch(u_sampler, int(v_texCoord)))"; break; default: DE_ASSERT(false); } } else if (m_glslVersion == glu::GLSL_VERSION_100_ES) { sampler = isCube ? "samplerCube" : "sampler2D"; switch (program) { case PROGRAM_2D_FLOAT: lookup = "texture2D(u_sampler, v_texCoord)"; break; case PROGRAM_2D_FLOAT_BIAS: lookup = "texture2D(u_sampler, v_texCoord, u_bias)"; break; case PROGRAM_CUBE_FLOAT: lookup = "textureCube(u_sampler, v_texCoord)"; break; case PROGRAM_CUBE_FLOAT_BIAS: lookup = "textureCube(u_sampler, v_texCoord, u_bias)"; break; default: DE_ASSERT(false); } } else DE_FATAL("Unsupported version"); params["SAMPLER_TYPE"] = sampler; params["LOOKUP"] = lookup; std::string vertSrc = tcu::StringTemplate(vertShaderTemplate).specialize(params); std::string fragSrc = tcu::StringTemplate(fragShaderTemplate).specialize(params); glu::ShaderProgram* progObj = new glu::ShaderProgram(m_context, glu::makeVtxFragSources(vertSrc, fragSrc)); if (!progObj->isOk()) { m_log << *progObj; delete progObj; TCU_FAIL("Failed to compile shader program"); } try { m_programs[program] = progObj; } catch (...) { delete progObj; throw; } return progObj; } TextureRenderer::TextureRenderer (const glu::RenderContext& context, tcu::TestLog& log, glu::GLSLVersion glslVersion, glu::Precision texCoordPrecision) : m_renderCtx (context) , m_log (log) , m_programLibrary (context, log, glslVersion, texCoordPrecision) { } TextureRenderer::~TextureRenderer (void) { clear(); } void TextureRenderer::clear (void) { m_programLibrary.clear(); } void TextureRenderer::renderQuad (int texUnit, const float* texCoord, TextureType texType) { renderQuad(texUnit, texCoord, RenderParams(texType)); } void TextureRenderer::renderQuad (int texUnit, const float* texCoord, const RenderParams& params) { const glw::Functions& gl = m_renderCtx.getFunctions(); tcu::Vec4 wCoord = params.flags & RenderParams::PROJECTED ? params.w : tcu::Vec4(1.0f); bool useBias = !!(params.flags & RenderParams::USE_BIAS); bool logUniforms = !!(params.flags & RenderParams::LOG_UNIFORMS); // Render quad with texture. float position[] = { -1.0f*wCoord.x(), -1.0f*wCoord.x(), 0.0f, wCoord.x(), -1.0f*wCoord.y(), +1.0f*wCoord.y(), 0.0f, wCoord.y(), +1.0f*wCoord.z(), -1.0f*wCoord.z(), 0.0f, wCoord.z(), +1.0f*wCoord.w(), +1.0f*wCoord.w(), 0.0f, wCoord.w() }; static const deUint16 indices[] = { 0, 1, 2, 2, 1, 3 }; Program progSpec = PROGRAM_LAST; int numComps = 0; if (params.texType == TEXTURETYPE_2D) { numComps = 2; switch (params.samplerType) { case SAMPLERTYPE_FLOAT: progSpec = useBias ? PROGRAM_2D_FLOAT_BIAS : PROGRAM_2D_FLOAT; break; case SAMPLERTYPE_INT: progSpec = useBias ? PROGRAM_2D_INT_BIAS : PROGRAM_2D_INT; break; case SAMPLERTYPE_UINT: progSpec = useBias ? PROGRAM_2D_UINT_BIAS : PROGRAM_2D_UINT; break; case SAMPLERTYPE_SHADOW: progSpec = useBias ? PROGRAM_2D_SHADOW_BIAS : PROGRAM_2D_SHADOW; break; default: DE_ASSERT(false); } } else if (params.texType == TEXTURETYPE_1D) { numComps = 1; switch (params.samplerType) { case SAMPLERTYPE_FLOAT: progSpec = useBias ? PROGRAM_1D_FLOAT_BIAS : PROGRAM_1D_FLOAT; break; case SAMPLERTYPE_INT: progSpec = useBias ? PROGRAM_1D_INT_BIAS : PROGRAM_1D_INT; break; case SAMPLERTYPE_UINT: progSpec = useBias ? PROGRAM_1D_UINT_BIAS : PROGRAM_1D_UINT; break; case SAMPLERTYPE_SHADOW: progSpec = useBias ? PROGRAM_1D_SHADOW_BIAS : PROGRAM_1D_SHADOW; break; default: DE_ASSERT(false); } } else if (params.texType == TEXTURETYPE_CUBE) { numComps = 3; switch (params.samplerType) { case SAMPLERTYPE_FLOAT: progSpec = useBias ? PROGRAM_CUBE_FLOAT_BIAS : PROGRAM_CUBE_FLOAT; break; case SAMPLERTYPE_INT: progSpec = useBias ? PROGRAM_CUBE_INT_BIAS : PROGRAM_CUBE_INT; break; case SAMPLERTYPE_UINT: progSpec = useBias ? PROGRAM_CUBE_UINT_BIAS : PROGRAM_CUBE_UINT; break; case SAMPLERTYPE_SHADOW: progSpec = useBias ? PROGRAM_CUBE_SHADOW_BIAS : PROGRAM_CUBE_SHADOW; break; default: DE_ASSERT(false); } } else if (params.texType == TEXTURETYPE_3D) { numComps = 3; switch (params.samplerType) { case SAMPLERTYPE_FLOAT: progSpec = useBias ? PROGRAM_3D_FLOAT_BIAS : PROGRAM_3D_FLOAT; break; case SAMPLERTYPE_INT: progSpec = useBias ? PROGRAM_3D_INT_BIAS : PROGRAM_3D_INT; break; case SAMPLERTYPE_UINT: progSpec = useBias ? PROGRAM_3D_UINT_BIAS : PROGRAM_3D_UINT; break; default: DE_ASSERT(false); } } else if (params.texType == TEXTURETYPE_2D_ARRAY) { DE_ASSERT(!useBias); // \todo [2012-02-17 pyry] Support bias. numComps = 3; switch (params.samplerType) { case SAMPLERTYPE_FLOAT: progSpec = PROGRAM_2D_ARRAY_FLOAT; break; case SAMPLERTYPE_INT: progSpec = PROGRAM_2D_ARRAY_INT; break; case SAMPLERTYPE_UINT: progSpec = PROGRAM_2D_ARRAY_UINT; break; case SAMPLERTYPE_SHADOW: progSpec = PROGRAM_2D_ARRAY_SHADOW; break; default: DE_ASSERT(false); } } else if (params.texType == TEXTURETYPE_CUBE_ARRAY) { DE_ASSERT(!useBias); numComps = 4; switch (params.samplerType) { case SAMPLERTYPE_FLOAT: progSpec = PROGRAM_CUBE_ARRAY_FLOAT; break; case SAMPLERTYPE_INT: progSpec = PROGRAM_CUBE_ARRAY_INT; break; case SAMPLERTYPE_UINT: progSpec = PROGRAM_CUBE_ARRAY_UINT; break; case SAMPLERTYPE_SHADOW: progSpec = PROGRAM_CUBE_ARRAY_SHADOW; break; default: DE_ASSERT(false); } } else if (params.texType == TEXTURETYPE_1D_ARRAY) { DE_ASSERT(!useBias); // \todo [2012-02-17 pyry] Support bias. numComps = 2; switch (params.samplerType) { case SAMPLERTYPE_FLOAT: progSpec = PROGRAM_1D_ARRAY_FLOAT; break; case SAMPLERTYPE_INT: progSpec = PROGRAM_1D_ARRAY_INT; break; case SAMPLERTYPE_UINT: progSpec = PROGRAM_1D_ARRAY_UINT; break; case SAMPLERTYPE_SHADOW: progSpec = PROGRAM_1D_ARRAY_SHADOW; break; default: DE_ASSERT(false); } } else if (params.texType == TEXTURETYPE_BUFFER) { numComps = 1; switch (params.samplerType) { case SAMPLERTYPE_FETCH_FLOAT: progSpec = PROGRAM_BUFFER_FLOAT; break; case SAMPLERTYPE_FETCH_INT: progSpec = PROGRAM_BUFFER_INT; break; case SAMPLERTYPE_FETCH_UINT: progSpec = PROGRAM_BUFFER_UINT; break; default: DE_ASSERT(false); } } else DE_ASSERT(DE_FALSE); glu::ShaderProgram* program = m_programLibrary.getProgram(progSpec); // \todo [2012-09-26 pyry] Move to ProgramLibrary and log unique programs only(?) if (params.flags & RenderParams::LOG_PROGRAMS) m_log << *program; GLU_EXPECT_NO_ERROR(gl.getError(), "Set vertex attributes"); // Program and uniforms. deUint32 prog = program->getProgram(); gl.useProgram(prog); gl.uniform1i(gl.getUniformLocation(prog, "u_sampler"), texUnit); if (logUniforms) m_log << TestLog::Message << "u_sampler = " << texUnit << TestLog::EndMessage; if (useBias) { gl.uniform1f(gl.getUniformLocation(prog, "u_bias"), params.bias); if (logUniforms) m_log << TestLog::Message << "u_bias = " << params.bias << TestLog::EndMessage; } if (params.samplerType == SAMPLERTYPE_SHADOW) { gl.uniform1f(gl.getUniformLocation(prog, "u_ref"), params.ref); if (logUniforms) m_log << TestLog::Message << "u_ref = " << params.ref << TestLog::EndMessage; } gl.uniform4fv(gl.getUniformLocation(prog, "u_colorScale"), 1, params.colorScale.getPtr()); gl.uniform4fv(gl.getUniformLocation(prog, "u_colorBias"), 1, params.colorBias.getPtr()); if (logUniforms) { m_log << TestLog::Message << "u_colorScale = " << params.colorScale << TestLog::EndMessage; m_log << TestLog::Message << "u_colorBias = " << params.colorBias << TestLog::EndMessage; } GLU_EXPECT_NO_ERROR(gl.getError(), "Set program state"); { const glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("a_position", 4, 4, 0, &position[0]), glu::va::Float("a_texCoord", numComps, 4, 0, texCoord) }; glu::draw(m_renderCtx, prog, DE_LENGTH_OF_ARRAY(vertexArrays), &vertexArrays[0], glu::pr::Triangles(DE_LENGTH_OF_ARRAY(indices), &indices[0])); } } } // TextureTestUtil } // gls } // deqp