• Home
  • Raw
  • Download

Lines Matching refs:sglr

173 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const G…  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… 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::pdec::FragmentSource(generateMultiTexFragmentShader(numUnits, unitTypes)); in generateShaderProgramDeclaration()
241 class MultiTexShader : public sglr::ShaderProgram
246 void setUniforms (sglr::Context& context, deUint32 program) const;
260 : sglr::ShaderProgram (generateShaderProgramDeclaration(numUnits, &unitTypes[0])) in MultiTexShader()
397 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms()
563 void render (sglr::Context& context);
797sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS|sglr::GLCONTEXT_LOG_PROGRAMS, tc… in iterate()
806sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaB… in iterate()
807sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(… in iterate()
825 void TextureUnitCase::render (sglr::Context& context) in render()
913 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()