Lines Matching refs:glw
67 glw::GLuint shader_id;
68 glw::GLint shader_compilation_status;
78 glw::GLuint program_id;
79 glw::GLint program_linkage_status;
84 Program(const glw::Functions& gl, const std::string& vertex_shader_code, const std::string& fragment_shader_code,
101 const glw::Functions& m_gl;
104 CompilationStatus compileShader(const glw::GLenum shader_type, const glw::GLchar* const* shader_code);
120 Framebuffer(const glw::Functions& gl, const glw::GLsizei size_x, const glw::GLsizei size_y);
125 std::vector<glw::GLfloat> readPixels();
129 const glw::Functions& m_gl;
130 const glw::GLsizei m_size_x;
131 const glw::GLsizei m_size_y;
132 glw::GLuint m_framebuffer_id;
133 glw::GLuint m_renderbuffer_id;
144 VertexArrayObject(const glw::Functions& gl, const glw::GLenum primitive_type); // create empty vao
148 void draw(glw::GLuint first, glw::GLuint count);
149 void drawWithTransformFeedback(glw::GLuint first, glw::GLuint count, bool discard_rasterizer);
152 const glw::Functions& m_gl;
153 glw::GLuint m_vertex_array_object_id;
154 glw::GLenum m_primitive_type;
168 VertexBufferObject(const glw::Functions& gl, const glw::GLenum target, std::vector<T> data);
172 bool useAsShaderInput(Program program, std::string input_attribute_name, glw::GLint number_of_components);
176 const glw::Functions& m_gl;
177 glw::GLuint m_vertex_buffer_object_id;
178 glw::GLenum m_target;
179 glw::GLsizei m_size;
181 std::vector<glw::GLint> m_enabled_arrays;
186 std::string itoa(glw::GLint i);
224 bool MaxClipDistancesValueTest(const glw::Functions& gl);
225 bool EnableDisableTest(const glw::Functions& gl);
226 bool MaxClipDistancesValueInVertexShaderTest(const glw::Functions& gl);
227 bool MaxClipDistancesValueInFragmentShaderTest(const glw::Functions& gl);
228 bool ClipDistancesValuePassing(const glw::Functions& gl);
231 glw::GLint m_gl_max_clip_distances_value;
234 static const glw::GLchar* m_vertex_shader_code_case_0;
235 static const glw::GLchar* m_fragment_shader_code_case_0;
237 static const glw::GLchar* m_vertex_shader_code_case_1;
238 static const glw::GLchar* m_fragment_shader_code_case_1;
240 static const glw::GLchar* m_vertex_shader_code_case_2;
241 static const glw::GLchar* m_fragment_shader_code_case_2;
262 std::string prepareVertexShaderCode(bool explicit_redeclaration, bool dynamic_setter, glw::GLuint clip_count,
263 glw::GLuint clip_function, glw::GLenum primitive_type);
265 gl3cts::ClipDistance::Utility::VertexBufferObject<glw::GLfloat>* prepareGeometry(const glw::Functions& gl,
266 const glw::GLenum primitive_type);
268 bool checkResults(glw::GLenum primitive_type, glw::GLuint clip_function, std::vector<glw::GLfloat>& results);
271 glw::GLint m_gl_max_clip_distances_value;
274 static const glw::GLchar* m_vertex_shader_code;
275 static const glw::GLchar* m_fragment_shader_code;
276 static const glw::GLchar* m_dynamic_array_setter;
277 static const glw::GLchar* m_static_array_setter;
278 static const glw::GLchar* m_explicit_redeclaration;
279 static const glw::GLchar* m_clip_function[];
280 static const glw::GLuint m_clip_function_count;
282 static const glw::GLenum m_primitive_types[];
283 static const glw::GLenum m_primitive_indices[];
284 static const glw::GLuint m_primitive_types_count;
286 static const glw::GLfloat m_expected_integral[];
306 bool testClipVertexBuildingErrors(const glw::Functions& gl);
307 bool testMaxClipDistancesBuildingErrors(const glw::Functions& gl);
308 bool testClipDistancesRedeclarationBuildingErrors(const glw::Functions& gl);
311 static const glw::GLchar* m_vertex_shader_code_case_0;
312 static const glw::GLchar* m_vertex_shader_code_case_1;
313 static const glw::GLchar* m_vertex_shader_code_case_2;
314 static const glw::GLchar* m_fragment_shader_code;
330 gl3cts::ClipDistance::Utility::VertexBufferObject<T>::VertexBufferObject(const glw::Functions& gl,
331 const glw::GLenum target, std::vector<T> data)
339 m_size = (glw::GLsizei)(sizeof(T) * data.size());
355 for (std::vector<glw::GLint>::iterator i_enabled_array = m_enabled_arrays.begin();
399 glw::GLint number_of_components)
403 glw::GLint location = m_gl.getAttribLocation(program.ProgramStatus().program_id, input_attribute_name.c_str());
409 const std::type_info& float_type = typeid(glw::GLfloat);
410 const std::type_info& int_type = typeid(glw::GLint);
451 glw::GLvoid* results = m_gl.mapBuffer(m_target, GL_READ_ONLY);