Lines Matching defs:shader
79 // Helper function to create a shader module identifier from a VkShaderModuleIdentifierEXT structure.
89 // Helper function to obtain the shader module identifier for a VkShaderModule as a return value.
97 // Helper function to obtain the shader module identifier from a VkShaderModuleCreateInfo structure as a return value.
167 // Modify a shader module id according to the type of use.
820 // Each pipeline will have slightly different code by adding more values to the constant in each shader.
902 // Assign a unique index to each active shader type.
1130 // Assign a unique index to each active shader type.
1189 // If a hit and a miss shader are used, a second ray will be traced starting at X=1.5, which should result in a miss.
1373 // Check shader module identifiers are constant across different API calls.
1446 // The second one will be a VkShaderModule only when comparing shader modules.
1458 return tcu::TestStatus::fail("The same shader module returned different identifiers");
1466 // Helper to create a new device supporting shader module identifiers.
1592 // Tests that create one or more pipelines using several shaders, obtain the shader ids from one of the pipelines and use them to
1754 void setModule (const DeviceInterface &vkd, const VkDevice device, const ShaderWrapper shader, UseModuleCase moduleUse, de::Random& rnd)
1756 m_shader = shader;
1758 m_moduleId = getShaderModuleIdentifier(vkd, device, shader.getModule());
1868 const tcu::Vec4 blueColor (0.0f, 0.0f, 1.0f, 1.0f); // Must match fragment shader above.
1943 // If we want hits and misses we launch 2 rays (see raygen shader).
1986 // This is constant for all shader stages.
2564 // We may need to link the pipeline just like we'll do with shader module identifiers below.
2655 // The shader-owning pipeline will be a library and auxiliaryPipeline will be the bound pipeline helper.
2660 // The bound pipeline is the shader-owning pipeline if not using libraries, or the auxiliary pipeline otherwise.
3008 // Vertex shader.
3031 // Fragment shader, which outputs the color from the previous stages.
3046 // Tessellation evaluation shader (AKA domain shader) in HLSL, common for every pipeline.
3047 // Contrary to GLSL, HLSL allows us to omit execution modes in the "tese" shader and specify them on the "tesc" shader.
3212 // Create shader modules, obtain IDs and verify all of them differ.
3346 // Create pipelines using shader module ids. These will actually be run. Note the changing viewports and scissors.
3482 // Test shader module identifier extension properties
3536 // Test shader modules have constant and unique identifiers
3675 // Test creating and using pipelines from shader module identifiers