Add compute program compilation and linking support
Compute shaders can be now compiled and linked to create programs.
Some tests are added to verify successful and unsuccessful compute
shader linking.
The patch also replaces std::array<int, 3> with a custom struct
WorkGroupSize.
BUG=angleproject:1442
TEST=angle_end2end_tests
TEST=angle_unittests
Change-Id: I4ab0ac05755d0167a6d2a798f8d7f1516cf54d84
Reviewed-on: https://chromium-review.googlesource.com/366740
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Olli Etuaho <oetuaho@nvidia.com>
Commit-Queue: Olli Etuaho <oetuaho@nvidia.com>
diff --git a/src/libANGLE/validationES2.cpp b/src/libANGLE/validationES2.cpp
index 0d2fe14..609385f 100644
--- a/src/libANGLE/validationES2.cpp
+++ b/src/libANGLE/validationES2.cpp
@@ -3309,4 +3309,23 @@
return true;
}
+bool ValidateCreateShader(Context *context, GLenum type)
+{
+ switch (type)
+ {
+ case GL_VERTEX_SHADER:
+ case GL_FRAGMENT_SHADER:
+ break;
+ case GL_COMPUTE_SHADER:
+ if (context->getGLVersion().isES31())
+ {
+ break;
+ }
+ default:
+ context->handleError(Error(GL_INVALID_ENUM));
+ return false;
+ }
+ return true;
+}
+
} // namespace gl