Lines Matching refs:shaders_configuration

82 	} shaders_configuration[] = { { GL_COMPUTE_SHADER, cs_body, 0 },		 { GL_FRAGMENT_SHADER, fs_body, 0 },
86 const glw::GLuint n_shaders_configuration = sizeof(shaders_configuration) / sizeof(shaders_configuration[0]);
97 if (shaders_configuration[n_shader_index].body != DE_NULL)
100 shaders_configuration[n_shader_index].id = gl.createShader(shaders_configuration[n_shader_index].type);
104 const glw::GLuint so_id = shaders_configuration[n_shader_index].id;
107 gl.shaderSource(shaders_configuration[n_shader_index].id, 1, /* count */
108 &shaders_configuration[n_shader_index].body, DE_NULL); /* length */
135 << "Shader type: " << shaders_configuration[n_shader_index].type << "\n"
139 << shaders_configuration[n_shader_index].body << "\n"
149 } /* if (shaders_configuration[n_shader_index].body != DE_NULL) */
197 if (shaders_configuration[n_shader_index].body != DE_NULL)
200 << shaders_configuration[n_shader_index].type << " follows:\n"
201 << shaders_configuration[n_shader_index].body << "\n"
213 const glw::GLuint so_id = shaders_configuration[n_shader_index].id;
219 shaders_configuration[n_shader_index].id = 0;
233 const glw::GLuint so_id = shaders_configuration[n_shader_index].id;
239 shaders_configuration[n_shader_index].id = 0;
1301 } shaders_configuration[] = { {
1317 const glw::GLuint n_shaders_configuration = sizeof(shaders_configuration) / sizeof(shaders_configuration[0]);
1322 if (shaders_configuration[n_shader_index].use)
1329 std::string& shader_source = shaders_configuration[n_shader_index].body;
1332 shader_source = shaders_configuration[n_shader_index].shader_template;
1338 switch (shaders_configuration[n_shader_index].type)
1342 shader_body_string_fs = &shaders_configuration[n_shader_index].body;
1391 shader_body_string_gs = &shaders_configuration[n_shader_index].body;
1438 shader_body_string_tc = &shaders_configuration[n_shader_index].body;
1485 shader_body_string_te = &shaders_configuration[n_shader_index].body;
1554 shader_body_string_vs = &shaders_configuration[n_shader_index].body;
1585 if (shaders_configuration[n_shader_index].type == GL_FRAGMENT_SHADER)
1594 else if (shaders_configuration[n_shader_index].type == GL_TESS_CONTROL_SHADER)
1618 if (shaders_configuration[n_shader_index].type == GL_FRAGMENT_SHADER)
1627 else if (shaders_configuration[n_shader_index].type == GL_TESS_CONTROL_SHADER)