Lines Matching refs:sglr
78 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
81 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
83 << sglr::pdec::VertexSource(
90 << sglr::pdec::FragmentSource(
103 void FlatColorShader::setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color)
152 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
153 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
154 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
155 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
156 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
157 << sglr::pdec::Uniform("u_gradientMin", glu::TYPE_FLOAT_VEC4)
158 << sglr::pdec::Uniform("u_gradientMax", glu::TYPE_FLOAT_VEC4)
159 << sglr::pdec::VertexSource(
169 << sglr::pdec::FragmentSource(
189 void GradientShader::setGradient (sglr::Context& ctx, deUint32 program, const tcu::Vec4& gradientMin, const tcu::Vec4& gradientMax)
273 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType)
275 sglr::pdec::ShaderProgramDeclaration decl;
277 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
278 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
279 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
280 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType));
282 decl << sglr::pdec::VertexSource(
292 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType));
294 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4);
295 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4);
299 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]);
300 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
301 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
308 : sglr::ShaderProgram (genTexture2DShaderDecl(samplerTypes, outputType))
341 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const
395 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
423 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
424 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
425 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
426 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
427 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
428 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3)
429 << sglr::pdec::Uniform("u_sampler0", samplerType)
430 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
431 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
432 << sglr::pdec::VertexSource(
443 << sglr::pdec::FragmentSource(
500 void TextureCubeShader::setUniforms (sglr::Context& gl, deUint32 program) const
535 const sglr::rc::TextureCube* tex = m_uniforms[1].sampler.texCube;
561 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
562 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
563 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
564 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
565 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
566 << sglr::pdec::Uniform("u_sampler0", samplerType)
567 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
568 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
569 << sglr::pdec::Uniform("u_layer", glu::TYPE_INT)
570 << sglr::pdec::VertexSource(
580 << sglr::pdec::FragmentSource(
611 void Texture2DArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const
643 const sglr::rc::Texture2DArray* tex = m_uniforms[0].sampler.tex2DArray;
669 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
670 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
671 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
672 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
673 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
674 << sglr::pdec::Uniform("u_sampler0", samplerType)
675 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
676 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
677 << sglr::pdec::Uniform("u_depth", glu::TYPE_FLOAT)
678 << sglr::pdec::VertexSource(
688 << sglr::pdec::FragmentSource(
719 void Texture3DShader::setUniforms (sglr::Context& gl, deUint32 program) const
751 const sglr::rc::Texture3D* tex = m_uniforms[0].sampler.tex3D;
777 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
778 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
779 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
780 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
781 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
782 << sglr::pdec::Uniform("u_maxGradient", glu::TYPE_FLOAT)
783 << sglr::pdec::Uniform("u_minGradient", glu::TYPE_FLOAT)
784 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
785 << sglr::pdec::VertexSource(
795 << sglr::pdec::FragmentSource(
818 void DepthGradientShader::setUniforms (sglr::Context& ctx, deUint32 program, const float gradientMin, const float gradientMax, const tcu::Vec4& color)
866 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value)
891 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias)