/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fDepthTests.cpp | 49 class DepthShader : public sglr::ShaderProgram 54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); 60 const sglr::UniformSlot& u_color; 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in DepthShader() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in DepthShader() 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in DepthShader() 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in DepthShader() 68 << sglr::pdec::VertexSource("#version 300 es\n" in DepthShader() 74 << sglr in DepthShader() [all...] |
H A D | es3fFboTestUtil.cpp | 78 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in FlatColorShader() 79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in FlatColorShader() 80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in FlatColorShader() 81 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in FlatColorShader() 82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in FlatColorShader() 83 << sglr::pdec::VertexSource( in FlatColorShader() 90 << sglr::pdec::FragmentSource( in FlatColorShader() 103 void FlatColorShader::setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color) in setColor() 152 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in GradientShader() 153 << sglr in GradientShader() [all...] |
H A D | es3fFboTestUtil.hpp | 55 class FlatColorShader : public sglr::ShaderProgram 61 void setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color); 70 class GradientShader : public sglr::ShaderProgram 76 void setGradient (sglr::Context& context, deUint32 program, const tcu::Vec4& gradientMin, const tcu::Vec4& gradientMax); 85 class Texture2DShader : public sglr::ShaderProgram 95 void setUniforms (sglr::Context& context, deUint32 program) const; 115 class TextureCubeShader : public sglr::ShaderProgram 124 void setUniforms (sglr::Context& context, deUint32 program) const; 137 class Texture2DArrayShader : public sglr::ShaderProgram 146 void setUniforms (sglr [all...] |
H A D | es3fFboApiTests.cpp | 24 * All gl calls are passed thru sglr::Context class. Reasons: 59 static void checkError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expect) in checkError() 68 static void checkEitherError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expectA, GLenum expectB) in checkEitherError() 124 static void checkFboAttachmentParam (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum attachment, GLenum pname, GLint expectedValue) in checkFboAttachmentParam() 143 static void textureLevelsTest (tcu::TestContext& testCtx, sglr::Context& context) in textureLevelsTest() 170 static void validTex2DAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validTex2DAttachmentsTest() 190 static void validTexCubeAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validTexCubeAttachmentsTest() 223 static void validRboAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validRboAttachmentsTest() 244 static void attachToDefaultFramebufferTest (tcu::TestContext& testCtx, sglr::Context& context) in attachToDefaultFramebufferTest() 261 static void invalidTex2DAttachmentTest (tcu::TestContext& testCtx, sglr [all...] |
H A D | es3fFboRenderTest.cpp | 140 Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 fbo = 0, deUint32 colorBuffer = 0, deUint32 depthStencilBuffer = 0); 156 sglr::Context& m_context; 193 static bool isExtensionSupported (sglr::Context& context, const char* name) in isExtensionSupported() 207 static bool isAnyExtensionSupported (sglr::Context& context, const std::vector<std::string>& requiredExts) in isAnyExtensionSupported() 238 static void checkColorFormatSupport (sglr::Context& context, deUint32 sizedFormat) in checkColorFormatSupport() 251 Framebuffer::Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 fbo, deUint32 colorBufferName, deUint32 depthStencilBufferName) in Framebuffer() 377 static void createMetaballsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType, int width, int height) in createMetaballsTex2D() 389 static void createQuadsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType, int width, int height) in createQuadsTex2D() 408 virtual void render (sglr::Context& fboContext, Surface& dst) = DE_NULL; 449 sglr in iterate() [all...] |
H A D | es3fStencilTests.cpp | 58 class StencilShader : public sglr::ShaderProgram 62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in StencilShader() 63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in StencilShader() 64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in StencilShader() 65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in StencilShader() 66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in StencilShader() 67 << sglr::pdec::VertexSource("#version 300 es\n" in StencilShader() 73 << sglr::pdec::FragmentSource("#version 300 es\n" in StencilShader() 84 void setColor (sglr [all...] |
H A D | es3fFboStencilbufferTests.cpp | 112 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); in render() 115 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f)); in render() 124 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f)); in render() 130 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); in render() 209 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); in render() 212 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f)); in render() 221 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f)); in render() 227 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); in render()
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H A D | es3fTextureUnitTests.cpp | 249 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const vector<GLenum>& unitTypes, const vector<glu::DataType>& samplerTypes) in generateShaderProgramDeclaration() 251 sglr::pdec::ShaderProgramDeclaration decl; in generateShaderProgramDeclaration() 253 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 254 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 255 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 256 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 265 decl << sglr::pdec::Uniform(samplerName, samplerTypes[ndx]); in generateShaderProgramDeclaration() 266 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT4); in generateShaderProgramDeclaration() 267 decl << sglr::pdec::Uniform(scaleName, glu::TYPE_FLOAT_VEC4); in generateShaderProgramDeclaration() 268 decl << sglr in generateShaderProgramDeclaration() [all...] |
H A D | es3fFboInvalidateTests.cpp | 160 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render() 171 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 194 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 247 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render() 257 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 266 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 289 sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 326 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render() 343 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 404 sglr in render() [all...] |
/third_party/vk-gl-cts/modules/gles2/functional/ |
H A D | es2fDepthTests.cpp | 49 class DepthShader : public sglr::ShaderProgram 54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); 60 const sglr::UniformSlot& u_color; 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in DepthShader() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in DepthShader() 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in DepthShader() 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in DepthShader() 68 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in DepthShader() 73 << sglr in DepthShader() [all...] |
H A D | es2fFboRenderTest.cpp | 64 class FlatColorShader : public sglr::ShaderProgram 68 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in FlatColorShader() 69 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in FlatColorShader() 70 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in FlatColorShader() 71 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in FlatColorShader() 72 << sglr::pdec::VertexSource( in FlatColorShader() 78 << sglr::pdec::FragmentSource( in FlatColorShader() 87 void setColor (sglr::Context& gl, deUint32 program, const tcu::Vec4& color) in setColor() 111 class SingleTex2DShader : public sglr [all...] |
H A D | es2fFboApiTest.cpp | 64 static void checkError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expect) in checkError() 73 static void checkEitherError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expectA, GLenum expectB) in checkEitherError() 129 static void checkFboAttachmentParam (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum attachment, GLenum pname, GLint expectedValue) in checkFboAttachmentParam() 148 static void notSupportedTest (tcu::TestContext& testCtx, sglr::Context& context) in notSupportedTest() 155 static void textureLevelsTest (tcu::TestContext& testCtx, sglr::Context& context) in textureLevelsTest() 175 static void textureLevelsWithRenderToMipmapTest (tcu::TestContext& testCtx, sglr::Context& context) in textureLevelsWithRenderToMipmapTest() 195 static void validTex2DAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validTex2DAttachmentsTest() 215 static void validTexCubeAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validTexCubeAttachmentsTest() 248 static void validRboAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validRboAttachmentsTest() 269 static void attachToDefaultFramebufferTest (tcu::TestContext& testCtx, sglr [all...] |
H A D | es2fStencilTests.cpp | 58 class StencilShader : public sglr::ShaderProgram 62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in StencilShader() 63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in StencilShader() 64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in StencilShader() 65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in StencilShader() 66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in StencilShader() 67 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in StencilShader() 72 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n" in StencilShader() 81 void setColor (sglr [all...] |
H A D | es2fTextureSpecificationTests.cpp | 108 class GradientShader : public sglr::ShaderProgram 112 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in GradientShader() 113 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in GradientShader() 114 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in GradientShader() 115 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in GradientShader() 116 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in GradientShader() 117 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in GradientShader() 125 << sglr::pdec::FragmentSource("varying mediump vec2 v_coord;\n" in GradientShader() 164 class Tex2DShader : public sglr::ShaderProgram 168 : ShaderProgram(sglr in Tex2DShader() [all...] |
H A D | es2fTextureUnitTests.cpp | 173 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const GLenum* unitTypes) in generateShaderProgramDeclaration() 175 sglr::pdec::ShaderProgramDeclaration decl; in generateShaderProgramDeclaration() 177 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 178 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 179 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 180 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 187 decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D) : (glu::TYPE_SAMPLER_CUBE)); in generateShaderProgramDeclaration() 188 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3); in generateShaderProgramDeclaration() 191 decl << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in generateShaderProgramDeclaration() 200 decl << sglr in generateShaderProgramDeclaration() [all...] |
/third_party/vk-gl-cts/modules/gles31/functional/ |
H A D | es31fFboTestUtil.cpp | 116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType) in genTexture2DShaderDecl() 118 sglr::pdec::ShaderProgramDeclaration decl; in genTexture2DShaderDecl() 120 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl() 121 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl() 122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl() 123 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)); in genTexture2DShaderDecl() 125 decl << sglr::pdec::VertexSource( in genTexture2DShaderDecl() 135 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType)); in genTexture2DShaderDecl() 137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 138 decl << sglr in genTexture2DShaderDecl() [all...] |
H A D | es31fFboTestUtil.hpp | 55 class Texture2DShader : public sglr::ShaderProgram 65 void setUniforms (sglr::Context& context, deUint32 program) const; 85 class TextureCubeArrayShader : public sglr::ShaderProgram 95 void setUniforms (sglr::Context& context, deUint32 program) const; 129 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value); 130 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);
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H A D | es31fGeometryShaderTests.cpp | 206 class VertexExpanderShader : public sglr::ShaderProgram 221 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in VertexExpanderShader() 222 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 223 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 224 << sglr::pdec::VertexToGeometryVarying(rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 225 << sglr::pdec::GeometryToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 226 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 227 << sglr::pdec::VertexSource(specializeShader(s_commonShaderSourceVertex, contextType)) in VertexExpanderShader() 228 << sglr in VertexExpanderShader() [all...] |
H A D | es31fTextureSpecificationTests.cpp | 102 class TextureSpecCase : public TestCase, public sglr::ContextWrapper 114 virtual void verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext) = DE_NULL; 154 sglr::GLContext gles31Context (renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)); in iterate() 155 sglr::ReferenceContextBuffers refBuffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, width, height); in iterate() 156 sglr::ReferenceContext refContext (sglr::ReferenceContextLimits(renderCtx), refBuffers.getColorbuffer(), refBuffers.getDepthbuffer(), refBuffers.getStencilbuffer()); in iterate() 161 setContext(ndx ? (sglr::Context*)&refContext : (sglr in iterate() [all...] |
/third_party/vk-gl-cts/framework/opengl/simplereference/ |
H A D | sglrContextUtil.hpp | 29 namespace sglr namespace 34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 36 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 37 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 39 } //sglr
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H A D | sglrContextUtil.cpp | 28 namespace sglr namespace 31 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) in drawQuad() 44 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) in drawQuadWithVaoBuffers() 114 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) in drawQuadWithClientPointers() 159 } //sglr
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/third_party/vk-gl-cts/modules/glshared/ |
H A D | glsRandomShaderProgram.cpp | 21 * \brief sglr-rsg adaptation. 70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) in generateProgramDeclaration() 72 decl << sglr::pdec::VertexSource(vertexShader.getSource()) in generateProgramDeclaration() 73 << sglr::pdec::FragmentSource(fragmentShader.getSource()); in generateProgramDeclaration() 78 decl << sglr::pdec::VertexAttribute(vertexInput->getVariable()->getName(), mapToGenericVecType(vertexInput->getVariable()->getType())); in generateProgramDeclaration() 84 decl << sglr::pdec::VertexToFragmentVarying(mapToGenericVecType(fragInput->getVariable()->getType())); in generateProgramDeclaration() 90 decl << sglr::pdec::Uniform(uniform->getVariable()->getName(), mapToBasicType(uniform->getVariable()->getType())); in generateProgramDeclaration() 93 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); in generateProgramDeclaration() 96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) in generateProgramDeclaration() 98 sglr in generateProgramDeclaration() [all...] |
H A D | glsDrawTest.hpp | 35 namespace sglr namespace 42 } // sglr 268 sglr::ReferenceContextBuffers* m_refBuffers; 269 sglr::ReferenceContext* m_refContext; 270 sglr::Context* m_glesContext;
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H A D | glsFragOpInteractionCase.cpp | 224 static void setRenderState (sglr::Context& ctx, const RenderState& state) in setRenderState() 282 static void renderQuad (sglr::Context& ctx, const glu::VertexArrayPointer& posPtr, const Quad& quad, const float depth) in renderQuad() 305 static void render (sglr::Context& ctx, const glu::VertexArrayPointer& posPtr, const RenderCommand& cmd) 311 static void setupAttributes (sglr::Context& ctx, const VertexDataStorage& vertexData, deUint32 program) 328 void setUniformValue (sglr::Context& ctx, int location, rsg::ConstValueAccess value) 425 const sglr::ReferenceContextLimits limits; 426 sglr::ReferenceContextBuffers buffers; 427 sglr::ReferenceContext context; 480 m_glCtx = new sglr::GLContext(m_renderCtx, m_testCtx.getLog(), sglr [all...] |
H A D | glsVertexArrayTests.hpp | 39 namespace sglr namespace 46 } // sglr 172 ContextArray (Storage storage, sglr::Context& context); 200 sglr::Context& m_ctx; 219 ContextArrayPack (glu::RenderContext& renderCtx, sglr::Context& drawContext); 230 sglr::Context& m_ctx; 233 sglr::ShaderProgram* m_program; 435 sglr::ReferenceContextBuffers* m_refBuffers; 436 sglr::ReferenceContext* m_refContext; 437 sglr [all...] |