Lines Matching refs:NL
61 s_tcuLog->writeMessage(NL); in ~Logger()
1045 ret << NL " if (any(greaterThan(" << absoluteF << "(texture(" << uniform.getName(); in streamUniformValidator()
1053 ret << NL " if (any(greaterThan(" << absoluteF << "(" << uniform.getName(); in streamUniformValidator()
1061 ret << NL " if (" << absoluteF << "(" << uniform.getName(); in streamUniformValidator()
1067 ret << NL " " << outTemporary << " = vec4 (1.0, 0.0, 0.0, 1.0);"; in streamUniformValidator()
1068 ret << NL " }"; in streamUniformValidator()
1091 ret << NL " if (any(greaterThan(abs(" << subroutineUniform.getName(); in streamSubroutineValidator()
1096 ret << NL " " << outTemporary << " = vec4 (1.0, 0.0, 0.0, 1.0);"; in streamSubroutineValidator()
1097 ret << NL " }"; in streamSubroutineValidator()
1116 str << "#version 310 es" NL "precision highp float;" NL "precision highp int;"; in streamShaderHeader()
1120 str << "#version 430 core" NL; in streamShaderHeader()
1131 ret << NL; in generateFragmentShader()
1133 ret << NL; in generateFragmentShader()
1135 ret << NL << additionalDef << NL "in vec4 " << key.input << ";" << NL "out vec4 out_FragColor;" in generateFragmentShader()
1136 << NL "void main() {" << NL " vec4 validationResult = " << key.input << ";" << NL; in generateFragmentShader()
1138 ret << NL; in generateFragmentShader()
1140 ret << NL " out_FragColor = validationResult;" << NL "}"; in generateFragmentShader()
1152 ret << NL; in generateVertexShader()
1154 ret << NL; in generateVertexShader()
1156 ret << NL << additionalDef << NL "in vec4 in_Position;" << NL "out vec4 " << key.output << ";" in generateVertexShader()
1157 << NL "void main() {" << NL " vec4 validationResult = vec4(0.0, 1.0, 0.0, 1.0);" << NL; in generateVertexShader()
1159 ret << NL; in generateVertexShader()
1161 …ret << NL " " << key.output << " = validationResult;" << NL " gl_Position = in_Position;" <<… in generateVertexShader()
1172 ret << NL "layout (local_size_x = 1, local_size_y = 1) in;" in generateComputeShader()
1173 …<< NL "layout (std430, binding = 1) buffer ResultBuffer {" << NL " vec4 cs_ValidationResult;" <… in generateComputeShader()
1174 << NL; in generateComputeShader()
1176 ret << NL; in generateComputeShader()
1178 …ret << NL << additionalDef << NL "void main() {" << NL " vec4 validationResult = vec4(0.0, 1.0,… in generateComputeShader()
1179 << NL; in generateComputeShader()
1181 ret << NL; in generateComputeShader()
1183 ret << NL " cs_ValidationResult = validationResult;" << NL "}"; in generateComputeShader()
2582 std::string def = NL "const int i = 1;" NL "layout (location = i) uniform float u0;"; in Run()
2782 …NL "subroutine vec4 st0(float param);" NL "subroutine(st0) vec4 sf0(float param) { return param; }… in Run()
2793 std::string def = NL "const int i = 1;" NL "subroutine vec4 st0(float param);" NL in Run()
2794 "subroutine(st0) vec4 sf0(float param) { return param; }" NL in Run()
3021 std::string def = NL "subroutine vec4 st0(float param);" NL in Run()
3032 …NL "const int i = 1;" NL "layout(index = i) subroutine(st0) vec4 sf1(float param) { return param; … in Run()