Lines Matching defs:shader

94 	ProgramSources	shader;
97 ObjectData (const ProgramSources& shader_, const Geometry& geometry_) : shader(shader_), geometry(geometry_) {}
114 : m_program (renderCtx, object.shader)
228 // Outputs barycentric coordinates as v_bcoords. Otherwise a passthrough shader
310 // Arithmetic workload shader but contains discard
472 inline ObjectData quadWith (const glu::ProgramSources& shader, float depth)
474 return ObjectData(shader, getFullscreenQuad(depth));
1357 // Cases with varying workloads in the fragment shader
1381 log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) quad uses a trivial shader,"
1382 "the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
1383 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1474 log << TestLog::Message << "Geometry consists of two fullsceen quads. The first (occluding) quad uses a trivial shader,"
1475 "the second (occluded) contains significant fragment shader work and a discard that is never triggers but has a dynamic condition" << TestLog::EndMessage;
1476 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1505 "fragments in a grid pattern, the second (partially occluded) contains significant fragment shader work" << TestLog::EndMessage;
1506 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1537 << "% of the screen, while the second (partially occluded, fullscreen) contains significant fragment shader work" << TestLog::EndMessage;
1538 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1568 log << TestLog::Message << "Geometry consists of two fullscreen quads. The first (occluding) quad is trivial, while the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
1569 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1598 log << TestLog::Message << "Geometry consists of two fullscreen quads. The first (occluding) quad is trivial, while the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
1599 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1628 log << TestLog::Message << "Geometry consists of two fullscreen quads. The first (occluding) quad is trivial, while the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
1629 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1658 log << TestLog::Message << "Geometry consists of two fullscreen quads. The first (occluding) quad is trivial, while the second (occluded) contains significant fragment shader work" << TestLog::EndMessage;
1659 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1688 log << TestLog::Message << "Geometry consists of two fullscreen quads. The second (occluding) quad is trivial, while the first (occluded) contains significant fragment shader work" << TestLog::EndMessage;
1689 log << TestLog::Message << "Workload indicates the number of iterations of unused work done in the occluded quad's fragment shader" << TestLog::EndMessage;
1792 group->addChild(new FragmentTextureWorkloadCullCase( testCtx, renderCtx, "workload_texture", "Fragment shader with texture lookup workload"));
1793 group->addChild(new FragmentArithmeticWorkloadCullCase( testCtx, renderCtx, "workload_arithmetic", "Fragment shader with arithmetic workload"));
1794 group->addChild(new FragmentDiscardArithmeticWorkloadCullCase( testCtx, renderCtx, "workload_arithmetic_discard", "Fragment shader that may discard with arithmetic workload"));