Lines Matching refs:requirements

150 								ShaderIndexingCase		(Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, deUint32 requirements, const char* vertShaderSource, const char* fragShaderSource);
166 ShaderIndexingCase::ShaderIndexingCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, deUint32 requirements, const char* vertShaderSource, const char* fragShaderSource)
168 , m_requirements (requirements)
365 deUint32 requirements = 0;
368 requirements |= REQUIREMENT_UNIFORM_INDEXING;
371 requirements |= REQUIREMENT_VERTEX_UNIFORM_LOOPS|REQUIREMENT_UNIFORM_INDEXING;
374 requirements |= REQUIREMENT_FRAGMENT_UNIFORM_LOOPS|REQUIREMENT_UNIFORM_INDEXING;
376 return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
478 deUint32 requirements = 0;
481 requirements |= REQUIREMENT_UNIFORM_INDEXING;
484 requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
486 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
666 deUint32 requirements = 0;
669 requirements |= REQUIREMENT_UNIFORM_INDEXING;
672 requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
674 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
852 deUint32 requirements = 0;
855 requirements |= REQUIREMENT_UNIFORM_INDEXING;
858 requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
860 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
1024 deUint32 requirements = 0;
1027 requirements |= REQUIREMENT_UNIFORM_INDEXING;
1030 requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
1032 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());