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Searched refs:m_vertexShaderBinding (Results 1 - 1 of 1) sorted by relevance

/third_party/vk-gl-cts/modules/gles31/functional/
H A Des31fLayoutBindingTests.cpp727 std::vector<glw::GLint> m_vertexShaderBinding; member in deqp::gles31::Functional::__anon30834::LayoutBindingNegativeCase
971 m_vertexShaderBinding.push_back(numBindingPoints+1-m_numBindings); in initBindingPoints()
981 m_vertexShaderBinding.push_back(binding); in initBindingPoints()
990 m_vertexShaderBinding.push_back(minBindingPoint); in initBindingPoints()
995 DE_ASSERT(m_vertexShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()
998 DE_ASSERT(m_tessCtrlShaderBinding.back() != m_vertexShaderBinding.back()); in initBindingPoints()
999 DE_ASSERT(m_vertexShaderBinding.back() != m_tessEvalShaderBinding.back()); in initBindingPoints()
1011 m_vertexShaderBinding.push_back(m_vertexShaderBinding.front()+ndx); in initBindingPoints()
1283 vertexUniformDecl << "layout(binding = " << m_vertexShaderBinding[declNd in generateShaders()
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