ES31: Implement creation and attaching geometry shader on OpenGL
This patch intends to implement the creation of a geometry shader
and attaching a geometry shader to a program on OpenGL back-ends.
This patch also adds all geometry shader related dEQP-GLES31 test
failures to deqp_gles31_test_expectations.txt.
BUG=angleproject:1941
TEST=angle_end2end_tests
Change-Id: Ib0b497030255b15dacd967e48bc59eef0009af46
Reviewed-on: https://chromium-review.googlesource.com/757979
Commit-Queue: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libANGLE/Program.h b/src/libANGLE/Program.h
index 1a33b3f..0b50e15 100644
--- a/src/libANGLE/Program.h
+++ b/src/libANGLE/Program.h
@@ -241,6 +241,7 @@
Shader *getAttachedVertexShader() const { return mAttachedVertexShader; }
Shader *getAttachedFragmentShader() const { return mAttachedFragmentShader; }
Shader *getAttachedComputeShader() const { return mAttachedComputeShader; }
+ Shader *getAttachedGeometryShader() const { return mAttachedGeometryShader; }
const std::vector<std::string> &getTransformFeedbackVaryingNames() const
{
return mTransformFeedbackVaryingNames;
@@ -316,6 +317,7 @@
Shader *mAttachedFragmentShader;
Shader *mAttachedVertexShader;
Shader *mAttachedComputeShader;
+ Shader *mAttachedGeometryShader;
std::vector<std::string> mTransformFeedbackVaryingNames;
std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
@@ -392,6 +394,7 @@
const Shader *getAttachedVertexShader() const { return mState.mAttachedVertexShader; }
const Shader *getAttachedFragmentShader() const { return mState.mAttachedFragmentShader; }
const Shader *getAttachedComputeShader() const { return mState.mAttachedComputeShader; }
+ const Shader *getAttachedGeometryShader() const { return mState.mAttachedGeometryShader; }
void bindAttributeLocation(GLuint index, const char *name);
void bindUniformLocation(GLuint index, const char *name);