Lines Matching refs:sglr
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::pdec::ShaderProgramDeclaration() in Tex2DShader()
169 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in Tex2DShader()
170 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in Tex2DShader()
171 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in Tex2DShader()
172 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in Tex2DShader()
173 << sglr::pdec::Uniform("u_sampler0", glu::TYPE_SAMPLER_2D) in Tex2DShader()
174 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in Tex2DShader()
182 << sglr::pdec::FragmentSource("uniform sampler2D u_sampler0;\n" in Tex2DShader()
191 void setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms()
242 class TexCubeShader : public sglr::ShaderProgram
246 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in TexCubeShader()
247 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in TexCubeShader()
248 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in TexCubeShader()
249 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in TexCubeShader()
250 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in TexCubeShader()
251 << sglr::pdec::Uniform("u_sampler0", glu::TYPE_SAMPLER_CUBE) in TexCubeShader()
252 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in TexCubeShader()
260 << sglr::pdec::FragmentSource(string("") + in TexCubeShader()
273 void setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms()
353 class TextureSpecCase : public TestCase, public sglr::ContextWrapper
376 void verifyTex2D (sglr::GLContext& gles2Context, sglr::ReferenceContext& refContext);
377 void verifyTexCube (sglr::GLContext& gles2Context, sglr::ReferenceContext& refContext);
434 …sglr::GLContext gles2Context (renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, widt… in iterate()
435 …sglr::ReferenceContextBuffers refBuffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().al… in iterate()
436 …sglr::ReferenceContext refContext (sglr::ReferenceContextLimits(renderCtx), refBuffers.getColor… in iterate()
441 setContext(ndx ? (sglr::Context*)&refContext : (sglr::Context*)&gles2Context); in iterate()
449 setContext(ndx ? (sglr::Context*)&refContext : (sglr::Context*)&gles2Context); in iterate()
457 setContext(ndx ? (sglr::Context*)&refContext : (sglr::Context*)&gles2Context); in iterate()
484 void TextureSpecCase::verifyTex2D (sglr::GLContext& gles2Context, sglr::ReferenceContext& refContex… in verifyTex2D()
522 void TextureSpecCase::verifyTexCube (sglr::GLContext& gles2Context, sglr::ReferenceContext& refCont… in verifyTexCube()
577 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*… in renderTex2D()
604 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*… in renderTexCube()
1332 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture()
1382 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture()
1461 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture()
1543 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture()