#sessionInfo releaseName unknown #sessionInfo releaseId 0xcafebabe #sessionInfo targetName "Surfaceless" #beginSession #beginTestCaseResult dEQP-GLES31.functional.geometry_shading.layered.render_with_default_layer_3d Rendering to the default layer. Creating 3d texture, size = 64x64x4 Creating FBO
#version 320 es void main (void) { gl_Position = vec4(0.0, 0.0, 0.0, 1.0); } #version 320 es layout(location = 0) out mediump vec4 fragColor; in mediump vec4 v_frag_FragColor; void main (void) { fragColor = v_frag_FragColor; } #version 320 es layout(points) in; layout(triangle_strip, max_vertices = 4) out; out highp vec4 v_frag_FragColor; void main (void) { const highp vec4 white = vec4(1.0, 1.0, 1.0, 1.0); gl_Position = vec4(-1.0, -1.0, 0.0, 1.0); v_frag_FragColor = white; EmitVertex(); gl_Position = vec4(-1.0, 1.0, 0.0, 1.0); v_frag_FragColor = white; EmitVertex(); gl_Position = vec4( 0.0, -1.0, 0.0, 1.0); v_frag_FragColor = white; EmitVertex(); gl_Position = vec4( 0.0, 1.0, 0.0, 1.0); v_frag_FragColor = white; EmitVertex(); } 8.461000 0.812000 1.411000 16.441999
#version 320 es in highp vec4 a_position; void main (void) { gl_Position = a_position; } #version 320 es layout(location = 0) out mediump vec4 fragColor; uniform highp sampler3D u_sampler; uniform highp int u_layer; void main (void) { highp ivec2 screenpos = ivec2(floor(gl_FragCoord.xy)); fragColor = texelFetch(u_sampler, ivec3(screenpos, u_layer), 0); } 0.714000 1.245000 8.918000
Rendering to texture
Sampling from texture layer 0 Verifying layer contents Expecting all pixels with distance less or equal to (about) 32 pixels from left border to be of color (1, 1, 1). Image is valid.
Sampling from texture layer 1 Verifying layer contents Expecting empty image Image is valid
Sampling from texture layer 2 Verifying layer contents Expecting empty image Image is valid
Sampling from texture layer 3 Verifying layer contents Expecting empty image Image is valid
78582 Pass
#endTestCaseResult #endSession