Searched refs:m_tes (Results 1 – 2 of 2) sorted by relevance
94 m_tes = "#version 450 core\n" in ShaderPipeline()144 this->adaptShaderToPipeline(m_tes, "<var_name>", varName); in ShaderPipeline()145 this->adaptShaderToPipeline(m_tes, "<viewport_layer_offset>", OFFSET_TESSELLATION); in ShaderPipeline()146 this->adaptShaderToPipeline(m_tes, "<viewport_layer_max>", maxViewportsLayers); in ShaderPipeline()204 sources.sources[glu::SHADERTYPE_TESSELLATION_EVALUATION].push_back(m_tes); in create()
65 std::string m_tes; member in gl4cts::ShaderViewportLayerArrayUtils::ShaderPipeline