Lines Matching refs:sglr

173 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const GLenum* unitTypes)
175 sglr::pdec::ShaderProgramDeclaration decl;
177 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
178 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
179 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
180 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT);
187 decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D) : (glu::TYPE_SAMPLER_CUBE));
188 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3);
191 decl << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
200 decl << sglr::pdec::FragmentSource(generateMultiTexFragmentShader(numUnits, unitTypes));
241 class MultiTexShader : public sglr::ShaderProgram
246 void setUniforms (sglr::Context& context, deUint32 program) const;
260 : sglr::ShaderProgram (generateShaderProgramDeclaration(numUnits, &unitTypes[0]))
397 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const
563 void render (sglr::Context& context);
797 sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS|sglr::GLCONTEXT_LOG_PROGRAMS, tcu::IVec4(viewportX, viewportY, viewportWidth, viewportHeight));
806 sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, viewportWidth, viewportHeight);
807 sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
825 void TextureUnitCase::render (sglr::Context& context)
913 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));