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Searched refs:shaderDecl (Results 1 – 2 of 2) sorted by relevance

/third_party/vk-gl-cts/modules/gles31/functional/
Des31fNegativeComputeTests.cpp186 std::ostringstream shaderDecl; in exceed_uniform_block_limit() local
189 shaderDecl << "layout(std140, binding = 0) uniform Block\n" in exceed_uniform_block_limit()
195 << glu::ComputeSource(generateComputeShader(ctx, shaderDecl.str(), shaderBody.str()))); in exceed_uniform_block_limit()
204 std::ostringstream shaderDecl; in exceed_shader_storage_block_limit() local
207 shaderDecl << "layout(std140, binding = 0) buffer Block\n" in exceed_shader_storage_block_limit()
213 << glu::ComputeSource(generateComputeShader(ctx, shaderDecl.str(), shaderBody.str()))); in exceed_shader_storage_block_limit()
223 std::ostringstream shaderDecl; in exceed_texture_image_units_limit() local
226 shaderDecl << "layout(binding = 0) " in exceed_texture_image_units_limit()
237 << glu::ComputeSource(generateComputeShader(ctx, shaderDecl.str(), shaderBody.str()))); in exceed_texture_image_units_limit()
259 std::ostringstream shaderDecl; in exceed_image_uniforms_limit() local
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/third_party/vk-gl-cts/modules/egl/
DteglRobustnessTests.cpp768 std::string genVertexShader (const std::string& shaderDecl, const std::string& shaderBody);
769 std::string genFragmentShader (const std::string& shaderDecl, const std::string& shaderBody);
770 std::string genComputeShader (const std::string& shaderDecl, const std::string& shaderBody);
802 std::string ShadersOOB::genVertexShader (const std::string& shaderDecl, const std::string& shaderBo… in genVertexShader() argument
821 << shaderDecl << "\n" in genVertexShader()
842 std::string ShadersOOB::genFragmentShader (const std::string& shaderDecl, const std::string& shader… in genFragmentShader() argument
863 << shaderDecl << "\n" in genFragmentShader()
879 << shaderDecl << "\n" in genFragmentShader()
896 std::string ShadersOOB::genComputeShader (const std::string& shaderDecl, const std::string& shaderB… in genComputeShader() argument
907 << shaderDecl in genComputeShader()
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