Lines Matching refs:tessCoord
150 tcu::Vec4 tessCoord[3]; //!< 3 coords for triangles/quads, 2 for isolines, 1 for point mode. Vec4 due to alignment.
384 << " vec4 tessCoord[3];\n"
398 src << " sb_out.primitive[index].tessCoord[" << i << "] = ib_in[" << i << "].in_gs_tessCoord;\n";
783 const tcu::Vec3& coord = result.primitives[primitiveNdx].tessCoord[i].swizzle(0, 1, 2);
859 const tcu::Vec3& coord = result.primitives[primitiveNdx].tessCoord[i].swizzle(0, 1, 2);
955 const tcu::Vec3& coord = result.primitives[primitiveNdx].tessCoord[i].swizzle(0, 1, 2);
970 const bool isMirrored = result.primitives[primitiveNdx].tessCoord[i].w() > 0.5f;
1169 return Triangle(primitive.tessCoord[0].swizzle(0, 1, 2),
1170 primitive.tessCoord[1].swizzle(0, 1, 2),
1171 primitive.tessCoord[2].swizzle(0, 1, 2));
1255 const tcu::Vec4 (&coordsA)[3] = primitivesA[ndxA].tessCoord;
1261 const tcu::Vec4 (&coordsB)[3] = primitivesB[ndxB].tessCoord;
1995 tessCoordSrc << " sb_out.tessCoord[index] = gl_TessCoord;\n";
2004 << " sb_out.tessCoord[index]." << components[i] << " = gl_TessCoord." << components[i] << " + oneMinusComp;\n"
2029 << " vec3 tessCoord[];\n";