Lines Matching refs:glu
39 ExecutorTestCase(deqp::Context& context, const char* name, glu::ShaderType shaderType, const ShaderSpec& shaderSpec,
45 glu::ShaderType m_shaderType;
50 ExecutorTestCase::ExecutorTestCase(deqp::Context& context, const char* name, glu::ShaderType shaderType,
109 glu::ContextType contextType = m_context.getRenderContext().getType();
112 shaderSpec.version = glu::getContextTypeGLSLVersion(contextType);
114 shaderSpec.outputs.push_back(Symbol("out0", glu::VarType(glu::TYPE_INT, glu::PRECISION_HIGHP)));
116 std::vector<glu::ShaderType> shaderTypes;
117 shaderTypes.push_back(glu::SHADERTYPE_VERTEX);
118 shaderTypes.push_back(glu::SHADERTYPE_FRAGMENT);
120 if (glu::contextSupports(contextType, glu::ApiType::es(3, 2)))
122 shaderSpec.version = glu::GLSL_VERSION_320_ES;
123 shaderTypes.push_back(glu::SHADERTYPE_GEOMETRY);
124 shaderTypes.push_back(glu::SHADERTYPE_TESSELLATION_CONTROL);
125 shaderTypes.push_back(glu::SHADERTYPE_TESSELLATION_EVALUATION);
127 else if (glu::contextSupports(contextType, glu::ApiType::es(3, 1)))
129 shaderSpec.version = glu::GLSL_VERSION_310_ES;
130 shaderTypes.push_back(glu::SHADERTYPE_GEOMETRY);
131 shaderTypes.push_back(glu::SHADERTYPE_TESSELLATION_CONTROL);
132 shaderTypes.push_back(glu::SHADERTYPE_TESSELLATION_EVALUATION);
137 glu::ShaderType shaderType = shaderTypes[typeIndex];