Home
last modified time | relevance | path

Searched refs:sglr (Results 1 - 25 of 67) sorted by relevance

123

/third_party/vk-gl-cts/modules/gles3/functional/
H A Des3fDepthTests.cpp49 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 Des3fFboTestUtil.cpp78 : 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 Des3fFboTestUtil.hpp55 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 Des3fFboApiTests.cpp24 * 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 Des3fFboRenderTest.cpp140 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 Des3fStencilTests.cpp58 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 Des3fFboStencilbufferTests.cpp112 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()
H A Des3fTextureUnitTests.cpp249 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 Des3fFboInvalidateTests.cpp160 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 Des2fDepthTests.cpp49 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 Des2fFboRenderTest.cpp64 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 Des2fFboApiTest.cpp64 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 Des2fStencilTests.cpp58 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 Des2fTextureSpecificationTests.cpp108 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 Des2fTextureUnitTests.cpp173 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 Des31fFboTestUtil.cpp116 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 Des31fFboTestUtil.hpp55 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);
H A Des31fGeometryShaderTests.cpp206 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 Des31fTextureSpecificationTests.cpp102 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 DsglrContextUtil.hpp29 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
H A DsglrContextUtil.cpp28 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
/third_party/vk-gl-cts/modules/glshared/
H A DglsRandomShaderProgram.cpp21 * \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 DglsDrawTest.hpp35 namespace sglr namespace
42 } // sglr
268 sglr::ReferenceContextBuffers* m_refBuffers;
269 sglr::ReferenceContext* m_refContext;
270 sglr::Context* m_glesContext;
H A DglsFragOpInteractionCase.cpp224 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 DglsVertexArrayTests.hpp39 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...]

Completed in 24 milliseconds

123