Commit 89be29a5 by Jiawei Shao Committed by Commit Bot

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: 's avatarJamie Madill <jmadill@chromium.org>
parent 6e94c455
......@@ -598,6 +598,11 @@ bool GetUniformBlockRegister(const ShHandle handle,
// Note that the map contains also registers of samplers that have been extracted from structs.
const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle handle);
GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle);
GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle);
int GetGeometryShaderInvocations(const ShHandle handle);
int GetGeometryShaderMaxVertices(const ShHandle handle);
} // namespace sh
#endif // GLSLANG_SHADERLANG_H_
......@@ -112,6 +112,35 @@ TranslatorHLSL *GetTranslatorHLSLFromHandle(ShHandle handle)
}
#endif // ANGLE_ENABLE_HLSL
GLenum GetGeometryShaderPrimitiveTypeEnum(sh::TLayoutPrimitiveType primitiveType)
{
switch (primitiveType)
{
case EptPoints:
return GL_POINTS;
case EptLines:
return GL_LINES;
case EptLinesAdjacency:
return GL_LINES_ADJACENCY_EXT;
case EptTriangles:
return GL_TRIANGLES;
case EptTrianglesAdjacency:
return GL_TRIANGLES_ADJACENCY_EXT;
case EptLineStrip:
return GL_LINE_STRIP;
case EptTriangleStrip:
return GL_TRIANGLE_STRIP;
case EptUndefined:
return GL_INVALID_VALUE;
default:
UNREACHABLE();
return GL_INVALID_VALUE;
}
}
} // anonymous namespace
//
......@@ -501,4 +530,48 @@ const std::map<std::string, unsigned int> *GetUniformRegisterMap(const ShHandle
#endif // ANGLE_ENABLE_HLSL
}
GLenum GetGeometryShaderInputPrimitiveType(const ShHandle handle)
{
ASSERT(handle);
TShHandleBase *base = static_cast<TShHandleBase *>(handle);
TCompiler *compiler = base->getAsCompiler();
ASSERT(compiler);
return GetGeometryShaderPrimitiveTypeEnum(compiler->getGeometryShaderInputPrimitiveType());
}
GLenum GetGeometryShaderOutputPrimitiveType(const ShHandle handle)
{
ASSERT(handle);
TShHandleBase *base = static_cast<TShHandleBase *>(handle);
TCompiler *compiler = base->getAsCompiler();
ASSERT(compiler);
return GetGeometryShaderPrimitiveTypeEnum(compiler->getGeometryShaderOutputPrimitiveType());
}
int GetGeometryShaderInvocations(const ShHandle handle)
{
ASSERT(handle);
TShHandleBase *base = static_cast<TShHandleBase *>(handle);
TCompiler *compiler = base->getAsCompiler();
ASSERT(compiler);
return compiler->getGeometryShaderInvocations();
}
int GetGeometryShaderMaxVertices(const ShHandle handle)
{
ASSERT(handle);
TShHandleBase *base = static_cast<TShHandleBase *>(handle);
TCompiler *compiler = base->getAsCompiler();
ASSERT(compiler);
return compiler->getGeometryShaderMaxVertices();
}
} // namespace sh
......@@ -223,7 +223,10 @@ Extensions::Extensions()
clientArrays(false),
robustResourceInitialization(false),
programCacheControl(false),
textureRectangle(false)
textureRectangle(false),
geometryShader(false),
maxGeometryOutputVertices(0),
maxGeometryShaderInvocations(0)
{
}
......@@ -691,6 +694,7 @@ const ExtensionInfoMap &GetExtensionInfoMap()
map["GL_ANGLE_robust_resource_initialization"] = esOnlyExtension(&Extensions::robustResourceInitialization);
map["GL_ANGLE_program_cache_control"] = esOnlyExtension(&Extensions::programCacheControl);
map["GL_ANGLE_texture_rectangle"] = enableableExtension(&Extensions::textureRectangle);
map["GL_EXT_geometry_shader"] = enableableExtension(&Extensions::geometryShader);
// clang-format on
return map;
......@@ -840,7 +844,6 @@ Caps::Caps()
// Table 20.49
maxSamples(0)
{
for (size_t i = 0; i < 3; ++i)
{
......
......@@ -368,6 +368,14 @@ struct Extensions
// GL_ANGLE_texture_rectangle
bool textureRectangle;
// GL_EXT_geometry_shader
bool geometryShader;
// GL_EXT_geometry_shader (May 31, 2016) Table 20.43gs: Implementation dependent geometry shader
// limits
// TODO(jiawei.shao@intel.com): add all implementation dependent geometry shader limits.
GLuint maxGeometryOutputVertices;
GLuint maxGeometryShaderInvocations;
};
struct ExtensionInfo
......
......@@ -50,7 +50,8 @@ Compiler::Compiler(rx::GLImplFactory *implFactory, const ContextState &state)
mResources(),
mFragmentCompiler(nullptr),
mVertexCompiler(nullptr),
mComputeCompiler(nullptr)
mComputeCompiler(nullptr),
mGeometryCompiler(nullptr)
{
ASSERT(state.getClientMajorVersion() == 2 || state.getClientMajorVersion() == 3);
......@@ -129,6 +130,12 @@ Compiler::Compiler(rx::GLImplFactory *implFactory, const ContextState &state)
{
mResources.MaxDrawBuffers = 1;
}
// Geometry Shader constants
mResources.OES_geometry_shader = extensions.geometryShader;
// TODO(jiawei.shao@intel.com): initialize all implementation dependent geometry shader limits.
mResources.MaxGeometryOutputVertices = extensions.maxGeometryOutputVertices;
mResources.MaxGeometryShaderInvocations = extensions.maxGeometryShaderInvocations;
}
Compiler::~Compiler()
......@@ -183,6 +190,9 @@ ShHandle Compiler::getCompilerHandle(GLenum type)
case GL_COMPUTE_SHADER:
compiler = &mComputeCompiler;
break;
case GL_GEOMETRY_SHADER_EXT:
compiler = &mGeometryCompiler;
break;
default:
UNREACHABLE();
return nullptr;
......
......@@ -43,6 +43,7 @@ class Compiler final : public RefCountObjectNoID
ShHandle mFragmentCompiler;
ShHandle mVertexCompiler;
ShHandle mComputeCompiler;
ShHandle mGeometryCompiler;
};
} // namespace gl
......
......@@ -2535,6 +2535,12 @@ void Context::initCaps(const egl::DisplayExtensions &displayExtensions, bool rob
mExtensions.maxViews = 1u;
}
if (getClientVersion() < ES_3_1)
{
// Disable ES3.1+ extensions
mExtensions.geometryShader = false;
}
if (getClientVersion() > Version(2, 0))
{
// FIXME(geofflang): Don't support EXT_sRGB in non-ES2 contexts
......
......@@ -430,6 +430,7 @@ ProgramState::ProgramState()
mAttachedFragmentShader(nullptr),
mAttachedVertexShader(nullptr),
mAttachedComputeShader(nullptr),
mAttachedGeometryShader(nullptr),
mTransformFeedbackBufferMode(GL_INTERLEAVED_ATTRIBS),
mMaxActiveAttribLocation(0),
mSamplerUniformRange(0, 0),
......@@ -443,7 +444,8 @@ ProgramState::ProgramState()
ProgramState::~ProgramState()
{
ASSERT(!mAttachedVertexShader && !mAttachedFragmentShader && !mAttachedComputeShader);
ASSERT(!mAttachedVertexShader && !mAttachedFragmentShader && !mAttachedComputeShader &&
!mAttachedGeometryShader);
}
const std::string &ProgramState::getLabel()
......@@ -541,10 +543,16 @@ void Program::onDestroy(const Context *context)
mState.mAttachedComputeShader = nullptr;
}
if (mState.mAttachedGeometryShader != nullptr)
{
mState.mAttachedGeometryShader->release(context);
mState.mAttachedGeometryShader = nullptr;
}
mProgram->destroy(context);
ASSERT(!mState.mAttachedVertexShader && !mState.mAttachedFragmentShader &&
!mState.mAttachedComputeShader);
!mState.mAttachedComputeShader && !mState.mAttachedGeometryShader);
SafeDelete(mProgram);
delete this;
......@@ -585,6 +593,13 @@ void Program::attachShader(Shader *shader)
mState.mAttachedComputeShader->addRef();
break;
}
case GL_GEOMETRY_SHADER_EXT:
{
ASSERT(!mState.mAttachedGeometryShader);
mState.mAttachedGeometryShader = shader;
mState.mAttachedGeometryShader->addRef();
break;
}
default:
UNREACHABLE();
}
......@@ -615,6 +630,13 @@ void Program::detachShader(const Context *context, Shader *shader)
mState.mAttachedComputeShader = nullptr;
break;
}
case GL_GEOMETRY_SHADER_EXT:
{
ASSERT(mState.mAttachedGeometryShader == shader);
shader->release(context);
mState.mAttachedGeometryShader = nullptr;
break;
}
default:
UNREACHABLE();
}
......@@ -623,7 +645,7 @@ void Program::detachShader(const Context *context, Shader *shader)
int Program::getAttachedShadersCount() const
{
return (mState.mAttachedVertexShader ? 1 : 0) + (mState.mAttachedFragmentShader ? 1 : 0) +
(mState.mAttachedComputeShader ? 1 : 0);
(mState.mAttachedComputeShader ? 1 : 0) + (mState.mAttachedGeometryShader ? 1 : 0);
}
void Program::bindAttributeLocation(GLuint index, const char *name)
......@@ -1119,6 +1141,15 @@ void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shade
}
}
if (mState.mAttachedGeometryShader)
{
if (total < maxCount)
{
shaders[total] = mState.mAttachedGeometryShader->getHandle();
total++;
}
}
if (count)
{
*count = total;
......
......@@ -241,6 +241,7 @@ class ProgramState final : angle::NonCopyable
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 @@ class ProgramState final : angle::NonCopyable
Shader *mAttachedFragmentShader;
Shader *mAttachedVertexShader;
Shader *mAttachedComputeShader;
Shader *mAttachedGeometryShader;
std::vector<std::string> mTransformFeedbackVaryingNames;
std::vector<TransformFeedbackVarying> mLinkedTransformFeedbackVaryings;
......@@ -392,6 +394,7 @@ class Program final : angle::NonCopyable, public LabeledObject
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);
......
......@@ -159,7 +159,8 @@ GLuint ShaderProgramManager::createShader(rx::GLImplFactory *factory,
const gl::Limitations &rendererLimitations,
GLenum type)
{
ASSERT(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER || type == GL_COMPUTE_SHADER);
ASSERT(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER || type == GL_COMPUTE_SHADER ||
type == GL_GEOMETRY_SHADER_EXT);
GLuint handle = mHandleAllocator.allocate();
mShaders.assign(handle, new Shader(this, factory, rendererLimitations, type, handle));
return handle;
......
......@@ -79,6 +79,10 @@ ShaderState::ShaderState(GLenum shaderType)
mShaderType(shaderType),
mShaderVersion(100),
mNumViews(-1),
mGeometryShaderInputPrimitiveType(GL_INVALID_VALUE),
mGeometryShaderOutputPrimitiveType(GL_INVALID_VALUE),
mGeometryShaderInvocations(1),
mGeometryShaderMaxVertices(-1),
mCompileStatus(CompileStatus::NOT_COMPILED)
{
mLocalSize.fill(-1);
......@@ -276,6 +280,10 @@ void Shader::compile(const Context *context)
mState.mActiveAttributes.clear();
mState.mActiveOutputVariables.clear();
mState.mNumViews = -1;
mState.mGeometryShaderInputPrimitiveType = GL_INVALID_VALUE;
mState.mGeometryShaderOutputPrimitiveType = GL_INVALID_VALUE;
mState.mGeometryShaderInvocations = 1;
mState.mGeometryShaderMaxVertices = -1;
mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED;
mBoundCompiler.set(context, context->getCompiler());
......@@ -391,6 +399,19 @@ void Shader::resolveCompile(const Context *context)
GetActiveShaderVariables(sh::GetOutputVariables(compilerHandle));
break;
}
case GL_GEOMETRY_SHADER_EXT:
{
mState.mInputVaryings = GetShaderVariables(sh::GetInputVaryings(compilerHandle));
mState.mOutputVaryings = GetShaderVariables(sh::GetOutputVaryings(compilerHandle));
mState.mGeometryShaderInputPrimitiveType =
sh::GetGeometryShaderInputPrimitiveType(compilerHandle);
mState.mGeometryShaderOutputPrimitiveType =
sh::GetGeometryShaderOutputPrimitiveType(compilerHandle);
mState.mGeometryShaderInvocations = sh::GetGeometryShaderInvocations(compilerHandle);
mState.mGeometryShaderMaxVertices = sh::GetGeometryShaderMaxVertices(compilerHandle);
break;
}
default:
UNREACHABLE();
}
......
......@@ -101,6 +101,12 @@ class ShaderState final : angle::NonCopyable
// ANGLE_multiview.
int mNumViews;
// Geometry Shader.
GLenum mGeometryShaderInputPrimitiveType;
GLenum mGeometryShaderOutputPrimitiveType;
int mGeometryShaderInvocations;
int mGeometryShaderMaxVertices;
// Indicates if this shader has been successfully compiled
CompileStatus mCompileStatus;
};
......
......@@ -1034,6 +1034,22 @@ void GenerateCaps(const FunctionsGL *functions,
caps->maxRectangleTextureSize =
QuerySingleGLInt(functions, GL_MAX_RECTANGLE_TEXTURE_SIZE_ANGLE);
}
// We need at least OpenGL 4.3 to support all features and constants defined in
// GL_EXT_geometry_shader.
if (functions->isAtLeastGL(gl::Version(4, 3)) || functions->isAtLeastGLES(gl::Version(3, 2)) ||
functions->hasGLESExtension("GL_OES_geometry_shader") ||
functions->hasGLESExtension("GL_EXT_geometry_shader"))
{
extensions->geometryShader = true;
// TODO(jiawei.shao@intel.com): initialize all implementation dependent geometry shader
// limits.
extensions->maxGeometryOutputVertices =
QuerySingleGLInt(functions, GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT);
extensions->maxGeometryShaderInvocations =
QuerySingleGLInt(functions, GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT);
}
}
void GenerateWorkarounds(const FunctionsGL *functions, WorkaroundsGL *workarounds)
......
......@@ -4154,6 +4154,13 @@ bool ValidateCreateShader(Context *context, GLenum type)
}
break;
case GL_GEOMETRY_SHADER_EXT:
if (!context->getExtensions().geometryShader)
{
ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidShaderType);
return false;
}
break;
default:
ANGLE_VALIDATION_ERR(context, InvalidEnum(), InvalidShaderType);
return false;
......@@ -4344,6 +4351,15 @@ bool ValidateAttachShader(ValidationContext *context, GLuint program, GLuint sha
}
break;
}
case GL_GEOMETRY_SHADER_EXT:
{
if (programObject->getAttachedGeometryShader())
{
ANGLE_VALIDATION_ERR(context, InvalidOperation(), ShaderAttachmentHasShader);
return false;
}
break;
}
default:
UNREACHABLE();
break;
......@@ -4967,6 +4983,11 @@ bool ValidateDetachShader(ValidationContext *context, GLuint program, GLuint sha
attachedShader = programObject->getAttachedComputeShader();
break;
}
case GL_GEOMETRY_SHADER_EXT:
{
attachedShader = programObject->getAttachedGeometryShader();
break;
}
default:
UNREACHABLE();
return false;
......
......@@ -45,6 +45,7 @@
'<(angle_path)/src/tests/gl_tests/FramebufferMultiviewTest.cpp',
'<(angle_path)/src/tests/gl_tests/FramebufferRenderMipmapTest.cpp',
'<(angle_path)/src/tests/gl_tests/FramebufferTest.cpp',
'<(angle_path)/src/tests/gl_tests/GeometryShaderTest.cpp',
'<(angle_path)/src/tests/gl_tests/GLSLTest.cpp',
'<(angle_path)/src/tests/gl_tests/ImageTest.cpp',
'<(angle_path)/src/tests/gl_tests/IncompleteTextureTest.cpp',
......
......@@ -37,6 +37,12 @@
// test expectations parser doesn't support having FAIL for GL and SKIP for D3D with the same test filter.
1442 OPENGL D3D11 : dEQP-GLES31.functional.image_load_store.* = SKIP
// TODO(jiawei.shao@intel.com): Implement FramebufferTextureEXT entry point defined in OpenGL ES 3.1 extension GL_EXT_geometry_shader
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.framebuffer_* = SKIP
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.layered.* = SKIP
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.invocation_per_layer_* = SKIP
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.multiple_layers_per_invocation_* = SKIP
// D3D11 Failing Tests
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_compute_shared_memory_size_* = FAIL
1442 D3D11 : dEQP-GLES31.functional.state_query.integer.max_compute_atomic_counter_buffers_* = FAIL
......@@ -1253,10 +1259,6 @@
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program.program_separable_get_programiv = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program_pipeline.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.synchronization.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_linked_vertices_out = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_linked_input_type = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_linked_output_type = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.geometry_shader_invocations = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.separate_shader.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.uniform_location.nested_array.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.error_filters.case_11 = FAIL
......@@ -1264,12 +1266,10 @@
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.buffer.bind_buffer_range = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader.compile_compute_shader = SKIP
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader_directive.primitive_bounding_box = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader_directive.geometry_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader_directive.tessellation_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.buffer.bind_buffer_range = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader.compile_compute_shader = SKIP
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader_directive.primitive_bounding_box = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader_directive.geometry_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader_directive.tessellation_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.buffer.bind_buffer_range = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.buffer.read_pixels_format_mismatch = FAIL
......@@ -1296,9 +1296,442 @@
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.draw_range_elements = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.vertex_array.draw_range_elements_incomplete_primitive = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.primitive_bounding_box = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.geometry_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.tessellation_shader = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.debug.object_labels.program_pipeline = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.program_interface_query.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.layout_binding.image.image2d.* = FAIL
1442 OPENGL D3D11 : dEQP-GLES31.functional.layout_binding.image.image3d.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.int_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.int_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.abs.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.int_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.int_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.sign.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floor.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.trunc.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.round.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.roundeven.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ceil.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fract.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.modf.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isnan.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.isinf.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstoint.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.floatbitstouint.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.frexp.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.ldexp.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.float_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.float_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.float_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.fma.vec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.intbitstofloat.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.intbitstofloat.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.intbitstofloat.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.uintbitstofloat.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.uintbitstofloat.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.common.uintbitstofloat.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm4x8_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm4x8_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm4x8_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpacksnorm4x8_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm4x8_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm4x8_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm4x8_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpackunorm4x8_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm2x16_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm2x16_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packsnorm2x16_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpacksnorm2x16_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm2x16_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm2x16_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packunorm2x16_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpackunorm2x16_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.packhalf2x16_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.pack_unpack.unpackhalf2x16_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uint_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uint_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.uaddcarry.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uint_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uint_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.usubborrow.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.umulextended.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.umulextended.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.umulextended.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.umulextended.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.imulextended.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.imulextended.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.imulextended.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.imulextended.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.int_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.int_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uint_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uint_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldextract.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.int_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.int_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uint_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uint_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldinsert.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.int_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.int_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uint_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uint_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitfieldreverse.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.int_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.int_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uint_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uint_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.bitcount.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.int_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.int_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uint_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uint_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findlsb.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.int_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.int_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.int_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.ivec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uint_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uint_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uint_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec2_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec2_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec2_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec3_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec3_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec3_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec4_lowp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec4_mediump_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_functions.integer.findmsb.uvec4_highp_geometry = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.builtin_constants.geometry_shader.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.shaders.linkage.geometry.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.state_query.program.geometry_shader_state_get_programiv = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.callbacks.shader_directive.geometry_shader = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.log.shader_directive.geometry_shader = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.debug.negative_coverage.get_error.shader_directive.geometry_shader = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.query.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.basic.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.input.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.conversion.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.emit.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.varying.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.geometry_* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.invocation_output_* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.instanced.draw_* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.vertex_transform_feedback.* = FAIL
1941 OPENGL D3D11 : dEQP-GLES31.functional.geometry_shading.negative.* = FAIL
//
// Copyright 2017 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.
//
// GeometryShaderTest.cpp : Tests of the implementation of geometry shader
#include "test_utils/ANGLETest.h"
using namespace angle;
namespace
{
class GeometryShaderTest : public ANGLETest
{
};
class GeometryShaderTestES3 : public ANGLETest
{
};
// Verify that Geometry Shader cannot be created in an OpenGL ES 3.0 context.
TEST_P(GeometryShaderTestES3, CreateGeometryShaderInES3)
{
EXPECT_TRUE(!extensionEnabled("GL_EXT_geometry_shader"));
GLuint geometryShader = glCreateShader(GL_GEOMETRY_SHADER_EXT);
EXPECT_EQ(0u, geometryShader);
EXPECT_GL_ERROR(GL_INVALID_ENUM);
}
// Verify that Geometry Shader can be created and attached to a program.
TEST_P(GeometryShaderTest, CreateAndAttachGeometryShader)
{
ANGLE_SKIP_TEST_IF(!extensionEnabled("GL_EXT_geometry_shader"));
const std::string &geometryShaderSource =
R"(#version 310 es
#extension GL_EXT_geometry_shader : require
layout (invocations = 3, triangles) in;
layout (triangle_strip, max_vertices = 3) out;
in vec4 texcoord[];
out vec4 o_texcoord;
void main()
{
int n;
for (n = 0; n < gl_in.length(); n++)
{
gl_Position = gl_in[n].gl_Position;
gl_Layer = gl_InvocationID;
o_texcoord = texcoord[n];
EmitVertex();
}
EndPrimitive();
})";
GLuint geometryShader = CompileShader(GL_GEOMETRY_SHADER_EXT, geometryShaderSource);
EXPECT_NE(0u, geometryShader);
GLuint programID = glCreateProgram();
glAttachShader(programID, geometryShader);
glDetachShader(programID, geometryShader);
glDeleteShader(geometryShader);
glDeleteProgram(programID);
EXPECT_GL_NO_ERROR();
}
ANGLE_INSTANTIATE_TEST(GeometryShaderTestES3, ES3_OPENGL(), ES3_OPENGLES(), ES3_D3D11());
ANGLE_INSTANTIATE_TEST(GeometryShaderTest, ES31_OPENGL(), ES31_OPENGLES(), ES31_D3D11());
}
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