1/*------------------------------------------------------------------------- 2 * OpenGL Conformance Test Suite 3 * ----------------------------- 4 * 5 * Copyright (c) 2017 The Khronos Group Inc. 6 * 7 * Licensed under the Apache License, Version 2.0 (the "License"); 8 * you may not use this file except in compliance with the License. 9 * You may obtain a copy of the License at 10 * 11 * http://www.apache.org/licenses/LICENSE-2.0 12 * 13 * Unless required by applicable law or agreed to in writing, software 14 * distributed under the License is distributed on an "AS IS" BASIS, 15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 16 * See the License for the specific language governing permissions and 17 * limitations under the License. 18 * 19 */ /*! 20 * \file gl4cLimitsTests.cpp 21 * \brief Verifies all limits 22 */ /*-------------------------------------------------------------------*/ 23 24#include "gl4cLimitsTests.hpp" 25#include "glcLimitTest.hpp" 26 27using namespace glw; 28 29namespace gl4cts 30{ 31 32template <typename Type> 33struct Limit 34{ 35 const char* name; 36 deUint32 token; 37 Type boundry; 38 bool isMaximum; // when true boundry is maximal acceptable value 39 const char* builtin; 40}; 41 42/** Constructor. 43 * 44 * @param context Rendering context. 45 **/ 46LimitsTests::LimitsTests(deqp::Context& context) : TestCaseGroup(context, "limits", "Verifies all limits") 47{ 48} 49 50void LimitsTests::init(void) 51{ 52 const GLint minVertexUniformBlocks = 14; 53 const GLint minVertexUniformComponents = 1024; 54 55 const GLint minGeometryUniformBlocks = 14; 56 const GLint minGeometryUniformComponents = 1024; 57 58 const GLint minTessControlUniformBlocks = 14; 59 const GLint minTessControlUniformComponents = 1024; 60 61 const GLint minTessEvaluationUniformBlocks = 14; 62 const GLint minTessEvaluationUniformComponents = 1024; 63 64 const GLint minFragmentUniformBlocks = 14; 65 const GLint minFragmentUniformComponents = 1024; 66 67 const GLint minUniformBlockSize = 16384; 68 69 const GLint cvuc = (minVertexUniformBlocks*minUniformBlockSize)/4 + minVertexUniformComponents; 70 const GLint cguc = (minGeometryUniformBlocks*minUniformBlockSize)/4 + minGeometryUniformComponents; 71 const GLint ctcuc = (minTessControlUniformBlocks*minUniformBlockSize)/4 + minTessControlUniformComponents; 72 const GLint cteuc = (minTessEvaluationUniformBlocks*minUniformBlockSize)/4 + minTessEvaluationUniformComponents; 73 const GLint cfuc = (minFragmentUniformBlocks*minUniformBlockSize)/4 + minFragmentUniformComponents; 74 75 static const Limit<GLint> intLimits[] = 76 { 77 { "max_clip_distances", GL_MAX_CLIP_DISTANCES, 8, 0, "gl_MaxClipDistances" }, 78 { "max_cull_distances", GL_MAX_CULL_DISTANCES, 8, 0, "gl_MaxCullDistances" }, 79 { "max_combined_clip_and_cull_distances", GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES, 8, 0, "gl_MaxCombinedClipAndCullDistances" }, 80 { "max_3d_texture_size", GL_MAX_3D_TEXTURE_SIZE, 2048, 0, "" }, 81 { "max_texture_size", GL_MAX_TEXTURE_SIZE, 16384, 0, "" }, 82 { "max_array_texture_layers", GL_MAX_ARRAY_TEXTURE_LAYERS, 2048, 0, "" }, 83 { "max_cube_map_texture_size", GL_MAX_CUBE_MAP_TEXTURE_SIZE, 16384, 0, "" }, 84 { "max_renderbuffer_size", GL_MAX_RENDERBUFFER_SIZE, 16384, 0, "" }, 85 { "max_viewports", GL_MAX_VIEWPORTS, 16, 0, "gl_MaxViewports" }, 86 { "max_elements_indices", GL_MAX_ELEMENTS_INDICES, 0, 0, "" }, // there is no minimum 87 { "max_elements_vertices", GL_MAX_ELEMENTS_VERTICES, 0, 0, "" }, 88 { "max_vertex_attrib_relative_offset", GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET, 2047, 0, "" }, 89 { "max_vertex_attrib_bindings", GL_MAX_VERTEX_ATTRIB_BINDINGS, 16, 0, "" }, 90 { "max_vertex_attrib_stride", GL_MAX_VERTEX_ATTRIB_STRIDE, 2048, 0, "" }, 91 { "max_texture_buffer_size", GL_MAX_TEXTURE_BUFFER_SIZE, 65536, 0, "" }, 92 { "max_rectangle_texture_size", GL_MAX_RECTANGLE_TEXTURE_SIZE, 16384, 0, "" }, 93 { "min_map_buffer_alignment", GL_MIN_MAP_BUFFER_ALIGNMENT, 64, 1, "" }, 94 { "max_vertex_attribs", GL_MAX_VERTEX_ATTRIBS, 16, 0, "gl_MaxVertexAttribs" }, 95 { "max_vertex_uniform_components", GL_MAX_VERTEX_UNIFORM_COMPONENTS, 1024, 0, "gl_MaxVertexUniformComponents" }, 96 { "max_vertex_uniform_vectors", GL_MAX_VERTEX_UNIFORM_VECTORS, 256, 0, "gl_MaxVertexUniformVectors" }, 97 { "max_vertex_uniform_blocks", GL_MAX_VERTEX_UNIFORM_BLOCKS, 14, 0, "" }, 98 { "max_vertex_output_components", GL_MAX_VERTEX_OUTPUT_COMPONENTS, 64, 0, "gl_MaxVertexOutputComponents" }, 99 { "max_vertex_texture_image_units", GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, 16, 0, "gl_MaxVertexTextureImageUnits" }, 100 { "max_vertex_atomic_counter_buffers", GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS, 0, 0, "gl_MaxVertexAtomicCounterBuffers" }, 101 { "max_vertex_atomic_counters", GL_MAX_VERTEX_ATOMIC_COUNTERS, 0, 0, "gl_MaxVertexAtomicCounters" }, 102 { "max_vertex_shader_storage_blocks", GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS, 0, 0, "" }, 103 { "max_tess_gen_level", GL_MAX_TESS_GEN_LEVEL, 64, 0, "gl_MaxTessGenLevel" }, 104 { "max_patch_vertices", GL_MAX_PATCH_VERTICES, 32, 0, "gl_MaxPatchVertices" }, 105 { "max_tess_control_uniform_components", GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS, 1024, 0, "gl_MaxTessControlUniformComponents" }, 106 { "max_tess_control_texture_image_units", GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS, 16, 0, "gl_MaxTessControlTextureImageUnits" }, 107 { "max_tess_control_output_components", GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS, 128, 0, "gl_MaxTessControlOutputComponents" }, 108 { "max_tess_patch_components", GL_MAX_TESS_PATCH_COMPONENTS, 120, 0, "gl_MaxTessPatchComponents" }, 109 { "max_tess_control_total_output_components", GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS, 4096, 0, "gl_MaxTessControlTotalOutputComponents" }, 110 { "max_tess_control_input_components", GL_MAX_TESS_CONTROL_INPUT_COMPONENTS, 128, 0, "gl_MaxTessControlInputComponents" }, 111 { "max_tess_control_uniform_blocks", GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS, 14, 0, "" }, 112 { "max_tess_control_atomic_counter_buffers", GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS, 0, 0, "gl_MaxTessControlAtomicCounterBuffers" }, 113 { "max_tess_control_atomic_counters", GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS, 0, 0, "gl_MaxTessControlAtomicCounters" }, 114 { "max_tess_control_shader_storage_blocks", GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS, 0, 0, "" }, 115 { "max_tess_evaluation_uniform_components", GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS, 1024, 0, "gl_MaxTessEvaluationUniformComponents" }, 116 { "max_tess_evaluation_texture_image_units", GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS, 16, 0, "gl_MaxTessEvaluationTextureImageUnits" }, 117 { "max_tess_evaluation_output_components", GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS, 128, 0, "gl_MaxTessEvaluationOutputComponents" }, 118 { "max_tess_evaluation_input_components", GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS, 128, 0, "gl_MaxTessEvaluationInputComponents" }, 119 { "max_tess_evaluation_uniform_blocks", GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS, 14, 0, "" }, 120 { "max_tess_evaluation_atomic_counter_buffers", GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS, 0, 0, "gl_MaxTessEvaluationAtomicCounterBuffers" }, 121 { "max_tess_evaluation_atomic_counters", GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS, 0, 0, "gl_MaxTessEvaluationAtomicCounters" }, 122 { "max_tess_evaluation_shader_storage_blocks", GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS, 0, 0, "" }, 123 { "max_geometry_uniform_components", GL_MAX_GEOMETRY_UNIFORM_COMPONENTS, 1024, 0, "gl_MaxGeometryUniformComponents" }, 124 { "max_geometry_uniform_blocks", GL_MAX_GEOMETRY_UNIFORM_BLOCKS, 14, 0, "" }, 125 { "max_geometry_input_components", GL_MAX_GEOMETRY_INPUT_COMPONENTS, 64, 0, "gl_MaxGeometryInputComponents" }, 126 { "max_geometry_output_components", GL_MAX_GEOMETRY_OUTPUT_COMPONENTS, 128, 0, "gl_MaxGeometryOutputComponents" }, 127 { "max_geometry_output_vertices", GL_MAX_GEOMETRY_OUTPUT_VERTICES, 256, 0, "gl_MaxGeometryOutputVertices" }, 128 { "max_geometry_total_output_components", GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS, 1024, 0, "gl_MaxGeometryTotalOutputComponents" }, 129 { "max_geometry_texture_image_units", GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS, 16, 0, "gl_MaxGeometryTextureImageUnits" }, 130 { "max_geometry_shader_invocations", GL_MAX_GEOMETRY_SHADER_INVOCATIONS, 32, 0, "" }, 131 { "max_vertex_streams", GL_MAX_VERTEX_STREAMS, 4, 0, "" }, 132 { "max_geometry_atomic_counter_buffers", GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS, 0, 0, "gl_MaxGeometryAtomicCounterBuffers" }, 133 { "max_geometry_atomic_counters", GL_MAX_GEOMETRY_ATOMIC_COUNTERS, 0, 0, "gl_MaxGeometryAtomicCounters" }, 134 { "max_geometry_shader_storage_blocks", GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS, 0, 0, "" }, 135 { "max_fragment_uniform_components", GL_MAX_FRAGMENT_UNIFORM_COMPONENTS, 1024, 0, "gl_MaxFragmentUniformComponents" }, 136 { "max_fragment_uniform_vectors", GL_MAX_FRAGMENT_UNIFORM_VECTORS, 256, 0, "gl_MaxFragmentUniformVectors" }, 137 { "max_fragment_uniform_blocks", GL_MAX_FRAGMENT_UNIFORM_BLOCKS, 14, 0, "" }, 138 { "max_fragment_input_components", GL_MAX_FRAGMENT_INPUT_COMPONENTS, 128, 0, "gl_MaxFragmentInputComponents" }, 139 { "max_texture_image_units", GL_MAX_TEXTURE_IMAGE_UNITS, 16, 0, "gl_MaxTextureImageUnits" }, 140 { "min_program_texture_gather_offset", GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET, -8, 1, "" }, 141 { "max_program_texture_gather_offset", GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET, 7, 0, "" }, 142 { "max_fragment_atomic_counter_buffers", GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS, 1, 0, "gl_MaxFragmentAtomicCounterBuffers" }, 143 { "max_fragment_atomic_counters", GL_MAX_FRAGMENT_ATOMIC_COUNTERS, 8, 0, "gl_MaxFragmentAtomicCounters" }, 144 { "max_fragment_shader_storage_blocks", GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS, 8, 0, "" }, 145 { "max_compute_work_group_invocations", GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, 1024, 0, "" }, 146 { "max_compute_uniform_blocks", GL_MAX_COMPUTE_UNIFORM_BLOCKS, 14, 0, "" }, 147 { "max_compute_texture_image_units", GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS, 16, 0, "gl_MaxComputeTextureImageUnits" }, 148 { "max_compute_atomic_counter_buffers", GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS, 8, 0, "gl_MaxComputeAtomicCounterBuffers" }, 149 { "max_compute_atomic_counters", GL_MAX_COMPUTE_ATOMIC_COUNTERS, 8, 0, "gl_MaxComputeAtomicCounters" }, 150 { "max_compute_shared_memory_size", GL_MAX_COMPUTE_SHARED_MEMORY_SIZE, 32768, 0, "" }, 151 { "max_compute_uniform_components", GL_MAX_COMPUTE_UNIFORM_COMPONENTS, 1024, 0, "gl_MaxComputeUniformComponents" }, 152 { "max_compute_image_uniforms", GL_MAX_COMPUTE_IMAGE_UNIFORMS, 8, 0, "gl_MaxComputeImageUniforms" }, 153 { "max_combined_compute_uniform_components", GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS, 0, 0, "" }, // minimum was not specified 154 { "max_compute_shader_storage_blocks", GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS, 8, 0, "" }, 155 { "min_program_texel_offset", GL_MIN_PROGRAM_TEXEL_OFFSET, -8, 1, "gl_MinProgramTexelOffset" }, 156 { "max_program_texel_offset", GL_MAX_PROGRAM_TEXEL_OFFSET, 7, 0, "gl_MaxProgramTexelOffset" }, 157 { "max_uniform_buffer_bindings", GL_MAX_UNIFORM_BUFFER_BINDINGS, 84, 0, "" }, 158 { "max_uniform_block_size", GL_MAX_UNIFORM_BLOCK_SIZE, 16384, 0, "" }, 159 { "max_combined_uniform_blocks", GL_MAX_COMBINED_UNIFORM_BLOCKS, 70, 0, "" }, 160 { "max_varying_components", GL_MAX_VARYING_COMPONENTS, 60, 0, "gl_MaxVaryingComponents" }, 161 { "max_varying_vectors", GL_MAX_VARYING_VECTORS, 15, 0, "gl_MaxVaryingVectors" }, 162 { "max_combined_texture_image_units", GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, 80, 0, "gl_MaxCombinedTextureImageUnits" }, 163 { "max_subroutines", GL_MAX_SUBROUTINES, 256, 0, "" }, 164 { "max_subroutine_uniform_locations", GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS, 1024, 0, "" }, 165 { "max_uniform_locations", GL_MAX_UNIFORM_LOCATIONS, 1024, 0, "" }, 166 { "max_atomic_counter_buffer_bindings", GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS, 1, 0, "" }, 167 { "max_atomic_counter_buffer_size", GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE, 32, 0, "gl_MaxAtomicCounterBufferSize" }, 168 { "max_combined_atomic_counter_buffers", GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS, 1, 0, "gl_MaxCombinedAtomicCounterBuffers" }, 169 { "max_combined_atomic_counters", GL_MAX_COMBINED_ATOMIC_COUNTERS, 8, 0, "gl_MaxCombinedAtomicCounters" }, 170 { "max_shader_storage_buffer_bindings", GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, 8, 0, "" }, 171 { "max_combined_shader_storage_blocks", GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS, 8, 0, "" }, 172 { "max_image_units", GL_MAX_IMAGE_UNITS, 8, 0, "gl_MaxImageUnits" }, 173 { "max_combined_shader_output_resources", GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, 8, 0, "gl_MaxCombinedShaderOutputResources" }, 174 { "max_image_samples", GL_MAX_IMAGE_SAMPLES, 0, 0, "gl_MaxImageSamples" }, 175 { "max_vertex_image_uniforms", GL_MAX_VERTEX_IMAGE_UNIFORMS, 0, 0, "gl_MaxVertexImageUniforms" }, 176 { "max_tess_control_image_uniforms", GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS, 0, 0, "gl_MaxTessControlImageUniforms" }, 177 { "max_tess_evaluation_image_uniforms", GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS, 0, 0, "gl_MaxTessEvaluationImageUniforms" }, 178 { "max_geometry_image_uniforms", GL_MAX_GEOMETRY_IMAGE_UNIFORMS, 0, 0, "gl_MaxGeometryImageUniforms" }, 179 { "max_fragment_image_uniforms", GL_MAX_FRAGMENT_IMAGE_UNIFORMS, 8, 0, "gl_MaxFragmentImageUniforms" }, 180 { "max_combined_image_uniforms", GL_MAX_COMBINED_IMAGE_UNIFORMS, 8, 0, "gl_MaxCombinedImageUniforms" }, 181 { "max_combined_vertex_uniform_components", GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS, cvuc, 0, "" }, 182 { "max_combined_geometry_uniform_components", GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS, cguc, 0, "" }, 183 { "max_combined_tess_control_uniform_components", GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS, ctcuc, 0, "" }, 184 { "max_combined_tess_evaluation_uniform_components", GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS, cteuc, 0, "" }, 185 { "max_combined_fragment_uniform_components", GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS, cfuc, 0, "" }, 186 { "max_debug_message_length", GL_MAX_DEBUG_MESSAGE_LENGTH, 1, 0, "" }, 187 { "max_debug_logged_messages", GL_MAX_DEBUG_LOGGED_MESSAGES, 1, 0, "" }, 188 { "max_debug_group_stack_depth", GL_MAX_DEBUG_GROUP_STACK_DEPTH, 64, 0, "" }, 189 { "max_label_length", GL_MAX_LABEL_LENGTH, 256, 0, "" }, 190 { "max_framebuffer_width", GL_MAX_FRAMEBUFFER_WIDTH, 16384, 0, "" }, 191 { "max_framebuffer_height", GL_MAX_FRAMEBUFFER_HEIGHT, 16384, 0, "" }, 192 { "max_framebuffer_layers", GL_MAX_FRAMEBUFFER_LAYERS, 2048, 0, "" }, 193 { "max_framebuffer_samples", GL_MAX_FRAMEBUFFER_SAMPLES, 4, 0, "" }, 194 { "max_sample_mask_words", GL_MAX_SAMPLE_MASK_WORDS, 1, 0, "" }, 195 { "max_samples", GL_MAX_SAMPLES, 4, 0, "gl_MaxSamples" }, 196 { "max_color_texture_samples", GL_MAX_COLOR_TEXTURE_SAMPLES, 1, 0, "" }, 197 { "max_depth_texture_samples", GL_MAX_DEPTH_TEXTURE_SAMPLES, 1, 0, "" }, 198 { "max_integer_samples", GL_MAX_INTEGER_SAMPLES, 1, 0, "" }, 199 { "max_draw_buffers", GL_MAX_DRAW_BUFFERS, 8, 0, "gl_MaxDrawBuffers" }, 200 { "max_dual_source_draw_buffers", GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, 1, 0, "" }, 201 { "max_color_attachments", GL_MAX_COLOR_ATTACHMENTS, 8, 0, "" }, 202 { "max_transform_feedback_interleaved_components", GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS, 64, 0, "gl_MaxTransformFeedbackInterleavedComponents" }, 203 { "max_transform_feedback_separate_attribs", GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, 4, 0, "" }, 204 { "max_transform_feedback_separate_components", GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS, 4, 0, "" }, 205 { "max_transform_feedback_buffers", GL_MAX_TRANSFORM_FEEDBACK_BUFFERS, 4, 0, "gl_MaxTransformFeedbackBuffers" }, 206 { "max_atomic_counter_bindings", GL_NONE, 4, 0, "gl_MaxAtomicCounterBindings" }, 207 { "max_combined_image_units_and_fragment_outputs", GL_NONE, 4, 0, "gl_MaxCombinedImageUnitsAndFragmentOutputs" }, 208 { "max_geometry_varying_components", GL_NONE, 4, 0, "gl_MaxGeometryVaryingComponents" } 209 }; 210 211 static const Limit<GLint64> int64Limits[] = 212 { 213 { "max_shader_storage_block_size", GL_MAX_SHADER_STORAGE_BLOCK_SIZE, 134217728, 0, "" }, 214 { "max_element_index", GL_MAX_ELEMENT_INDEX, 4294967295LL, 0, "" }, 215 }; 216 217 static const Limit<GLuint64> uint64Limits[] = 218 { 219 { "max_server_wait_timeout", GL_MAX_SERVER_WAIT_TIMEOUT, 0, 0, "" }, 220 }; 221 222 static const Limit<GLfloat> floatLimits[] = 223 { 224 { "max_texture_lod_bias", GL_MAX_TEXTURE_LOD_BIAS, 2.0, 0, "" }, 225 { "min_fragment_interpolation_offset", GL_MIN_FRAGMENT_INTERPOLATION_OFFSET, -0.5, 1, "" }, 226 { "max_fragment_interpolation_offset", GL_MAX_FRAGMENT_INTERPOLATION_OFFSET, 0.5, 0, "" }, 227 }; 228 229 static const Limit<tcu::IVec3> ivec3Limits[] = 230 { 231 { "max_compute_work_group_count", GL_MAX_COMPUTE_WORK_GROUP_COUNT, tcu::IVec3(65535,65535,65535), 0, "gl_MaxComputeWorkGroupCount" }, 232 { "max_compute_work_group_size", GL_MAX_COMPUTE_WORK_GROUP_SIZE, tcu::IVec3(1024, 1024, 64), 0, "gl_MaxComputeWorkGroupSize" }, 233}; 234 235 for (int idx = 0; idx < DE_LENGTH_OF_ARRAY(intLimits); idx++) 236 { 237 const Limit<GLint>& limit = intLimits[idx]; 238 addChild(new glcts::LimitCase<GLint>(m_context, limit.name, limit.token, limit.boundry, limit.isMaximum, "450", limit.builtin )); 239 } 240 241 for (int idx = 0; idx < DE_LENGTH_OF_ARRAY(int64Limits); idx++) 242 { 243 const Limit<GLint64>& limit = int64Limits[idx]; 244 addChild(new glcts::LimitCase<GLint64>(m_context, limit.name, limit.token, limit.boundry, limit.isMaximum, "450", limit.builtin )); 245 } 246 247 for (int idx = 0; idx < DE_LENGTH_OF_ARRAY(uint64Limits); idx++) 248 { 249 const Limit<GLuint64>& limit = uint64Limits[idx]; 250 addChild(new glcts::LimitCase<GLuint64>(m_context, limit.name, limit.token, limit.boundry, limit.isMaximum, "450", limit.builtin )); 251 } 252 253 for (int idx = 0; idx < DE_LENGTH_OF_ARRAY(floatLimits); idx++) 254 { 255 const Limit<GLfloat>& limit = floatLimits[idx]; 256 addChild(new glcts::LimitCase<GLfloat>(m_context, limit.name, limit.token, limit.boundry, limit.isMaximum, "450", limit.builtin )); 257 } 258 259 for (int idx = 0; idx < DE_LENGTH_OF_ARRAY(ivec3Limits); idx++) 260 { 261 const Limit<tcu::IVec3>& limit = ivec3Limits[idx]; 262 addChild(new glcts::LimitCase<tcu::IVec3>(m_context, limit.name, limit.token, limit.boundry, limit.isMaximum, "450", limit.builtin )); 263 } 264} 265 266} /* glcts namespace */ 267