// // Copyright 2018 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // EXT_shader_texture_lod_test.cpp: // Test for EXT_shader_texture_lod // #include "tests/test_utils/ShaderExtensionTest.h" EXTShaderTextureLodTest; namespace { const char EXTPragma[] = …; // Shader calling texture2DLodEXT() const char ESSL100_TextureLodShader[] = …; // Extension flag is required to compile properly. Expect failure when it is // not present. TEST_P(EXTShaderTextureLodTest, CompileFailsWithoutExtension) { … } // Extension directive is required to compile properly. Expect failure when // it is not present. TEST_P(EXTShaderTextureLodTest, CompileFailsWithExtensionWithoutPragma) { … } // With extension flag and extension directive, compiling succeeds. // Also test that the extension directive state is reset correctly. TEST_P(EXTShaderTextureLodTest, CompileSucceedsWithExtensionAndPragma) { … } // The SL #version 100 shaders that are correct work similarly // in both GL2 and GL3, with and without the version string. INSTANTIATE_TEST_SUITE_P(…); } // anonymous namespace