Lines Matching defs:params
155 virtual void addShadersInternal(SourceCollections& programCollection, const std::map<std::string, std::string> ¶ms) const = 0;
195 virtual void addShadersInternal(SourceCollections& programCollection, const std::map<std::string, std::string> ¶ms) const;
235 virtual void addShadersInternal(SourceCollections& programCollection, const std::map<std::string, std::string> ¶ms) const;
282 virtual void addShadersInternal(SourceCollections& programCollection, const std::map<std::string, std::string> ¶ms) const;
418 void AttachmentAccessOrderColorTestCase::addShadersInternal(SourceCollections& programCollection, const std::map<std::string, std::string> ¶ms) const
494 programCollection.glslSources.add("frag") << glu::FragmentSource(fragShaderTpl.specialize(params));
496 void AttachmentAccessOrderDepthTestCase::addShadersInternal(SourceCollections& programCollection, const std::map<std::string, std::string> ¶ms) const
521 programCollection.glslSources.add("vert1") << glu::VertexSource(vertShaderTpl.specialize(params));
600 programCollection.glslSources.add("frag") << glu::FragmentSource(fragShaderTpl.specialize(params));
602 void AttachmentAccessOrderStencilTestCase::addShadersInternal(SourceCollections& programCollection, const std::map<std::string, std::string> ¶ms) const
627 programCollection.glslSources.add("vert1") << glu::VertexSource(vertShaderTpl.specialize(params));
688 programCollection.glslSources.add("frag") << glu::FragmentSource(fragShaderTpl.specialize(params));
693 std::map<std::string, std::string> params;
695 params["PRIMITIVE_NUM"] = std::to_string(m_overlapPrimitives?ELEM_NUM:1);
696 params["INSTANCE_NUM"] = std::to_string(m_overlapInstances?ELEM_NUM:1);
697 params["DRAW_NUM"] = std::to_string(m_overlapDraws?ELEM_NUM:1);
698 params["ATT_NUM"] = std::to_string(m_inputAttachmentNum);
699 params["SAMPLE_NUM"] = std::to_string(m_sampleNum);
703 params["SUBPASS_INPUT"] = "usubpassInput";
704 params["SCALAR_NAME"] = "int";
705 params["VEC_NAME"] = "uvec";
709 params["SUBPASS_INPUT"] = "subpassInput";
710 params["SCALAR_NAME"] = "float";
711 params["VEC_NAME"] = "vec";
715 params["SUBPASS_INPUT"] = params["SUBPASS_INPUT"] + "MS";
719 addShadersInternal(programCollection, params);
769 programCollection.glslSources.add("frag_resolve") << glu::FragmentSource(fragShaderResolveTpl.specialize(params));