Searched refs:m_n_available_vectors (Results 1 – 2 of 2) sorted by relevance
1756 , m_n_available_vectors(0) in GeometryShaderMaxOutputComponentsTest()1841 …m_n_available_vectors = m_max_output_vectors - 2; /* 2 vectors are reserved for gl_Position and gl… in getShaderParts()1884 const glw::GLint n_components_per_point = m_n_available_vectors * 4; /* 4 components per vector */ in verifyResult()1932 for (int i = 0; i < m_n_available_vectors; ++i) in prepareFragmentShader()1939 for (int i = 0; i < m_n_available_vectors; ++i) in prepareFragmentShader()1965 for (int i = 0; i < m_n_available_vectors; ++i) in prepareGeometryShader()1972 for (int i = 0; i < m_n_available_vectors; ++i) in prepareGeometryShader()2087 , m_n_available_vectors(0) in GeometryShaderMaxOutputComponentsSinglePointTest()2167 …m_n_available_vectors = m_max_output_vectors - 2; /* 2 vectors are reserved for gl_Position and gl… in getShaderParts()2207 const glw::GLint n_components_per_point = m_n_available_vectors * 4; /* 4 components per vector */ in verifyResult()[all …]
565 glw::GLint m_n_available_vectors; member in glcts::GeometryShaderMaxOutputComponentsTest696 glw::GLint m_n_available_vectors; member in glcts::GeometryShaderMaxOutputComponentsSinglePointTest