Lines Matching defs:ShaderPipeline
49 ShaderViewportLayerArrayUtils::ShaderPipeline::ShaderPipeline(bool tessellationShader, bool geometryShader,
157 void ShaderViewportLayerArrayUtils::ShaderPipeline::adaptShaderToPipeline(std::string& shader,
173 void ShaderViewportLayerArrayUtils::ShaderPipeline::adaptShaderToPipeline(std::string& shader,
180 void ShaderViewportLayerArrayUtils::ShaderPipeline::adaptShaderToPipeline(std::string& shader,
189 ShaderViewportLayerArrayUtils::ShaderPipeline::~ShaderPipeline()
197 void ShaderViewportLayerArrayUtils::ShaderPipeline::create(const glu::RenderContext& context)
219 void ShaderViewportLayerArrayUtils::ShaderPipeline::use(const glu::RenderContext& context)
226 void ShaderViewportLayerArrayUtils::renderQuad(const glu::RenderContext& context, ShaderPipeline& shaderPipeline,
335 ShaderViewportLayerArrayUtils::ShaderPipeline(false, false, m_maxViewports, "ViewportIndex"));
337 ShaderViewportLayerArrayUtils::ShaderPipeline(true, false, m_maxViewports, "ViewportIndex"));
339 ShaderViewportLayerArrayUtils::ShaderPipeline(true, true, m_maxViewports, "ViewportIndex"));
453 m_shaderPipelines.push_back(ShaderViewportLayerArrayUtils::ShaderPipeline(false, false, m_layersNum, "Layer"));
454 m_shaderPipelines.push_back(ShaderViewportLayerArrayUtils::ShaderPipeline(true, false, m_layersNum, "Layer"));
455 m_shaderPipelines.push_back(ShaderViewportLayerArrayUtils::ShaderPipeline(true, true, m_layersNum, "Layer"));