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Lines Matching refs:sglr

116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, …  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::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl()
142 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]); in genTexture2DShaderDecl()
143 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl()
144 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl()
151 : sglr::ShaderProgram (genTexture2DShaderDecl(samplerTypes, outputType)) in Texture2DShader()
184 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms()
238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments()
266 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in TextureCubeArrayShader()
267 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in TextureCubeArrayShader()
268 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in TextureCubeArrayShader()
269 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in TextureCubeArrayShader()
270 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in TextureCubeArrayShader()
271 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3) in TextureCubeArrayShader()
272 << sglr::pdec::Uniform("u_sampler0", samplerType) in TextureCubeArrayShader()
273 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4) in TextureCubeArrayShader()
274 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4) in TextureCubeArrayShader()
275 << sglr::pdec::Uniform("u_layer", glu::TYPE_INT) in TextureCubeArrayShader()
276 << sglr::pdec::VertexSource( in TextureCubeArrayShader()
291 << sglr::pdec::FragmentSource( in TextureCubeArrayShader()
359 void TextureCubeArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms()
395 const sglr::rc::TextureCubeArray* tex = m_uniforms[1].sampler.texCubeArray; in shadeFragments()
420 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value) in clearColorBuffer()
445 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const … in readPixels()