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Lines Matching refs:tessLevel

2133 	std::string			getTessellationControlSource	(int tessLevel);
2134 std::string getTessellationEvaluationSource (int tessLevel);
2135 std::string getGeometryShaderSource (int numPrimitives, int numInstances, int tessLevel);
2582 std::string GridRenderCase::getTessellationControlSource (int tessLevel) in getTessellationControlSource() argument
2593 " gl_TessLevelOuter[0] = " << tessLevel << ".0;\n" in getTessellationControlSource()
2594 " gl_TessLevelOuter[1] = " << tessLevel << ".0;\n" in getTessellationControlSource()
2595 " gl_TessLevelOuter[2] = " << tessLevel << ".0;\n" in getTessellationControlSource()
2596 " gl_TessLevelOuter[3] = " << tessLevel << ".0;\n" in getTessellationControlSource()
2597 " gl_TessLevelInner[0] = " << tessLevel << ".0;\n" in getTessellationControlSource()
2598 " gl_TessLevelInner[1] = " << tessLevel << ".0;\n" in getTessellationControlSource()
2604 std::string GridRenderCase::getTessellationEvaluationSource (int tessLevel) in getTessellationEvaluationSource() argument
2626 " v_tessellationGridPosition = ivec2(round(gl_TessCoord.xy * float(" << tessLevel << ")));\n" in getTessellationEvaluationSource()
2632 …string GridRenderCase::getGeometryShaderSource (int numPrimitives, int numInstances, int tessLevel) in getGeometryShaderSource() argument
2674 …" ivec2 dstGridSize = ivec2(" << tessLevel << " * " << numPrimitives << ", 2 * " << tessLevel << … in getGeometryShaderSource()
2675 …" ivec2 dstGridNdx = ivec2(" << tessLevel << " * ndx + gridPosition.x, " << tessLevel << " * inpu… in getGeometryShaderSource()
2713 …" ivec2 dstGridSize = ivec2(" << tessLevel << " * " << numPrimitives << ", " << tessLevel << ");\… in getGeometryShaderSource()
2754 …= ivec2(7 * srcSliceNdx.x, 127 * srcSliceNdx.y) % ivec2(" << tessLevel << ", " << tessLevel << " *… in getGeometryShaderSource()
2758 …" outputSliceArea.x = float(dstSliceNdx.x) / float(" << tessLevel << ") * 2.0 - 1.0 - gapOffset;\n" in getGeometryShaderSource()
2759 …" outputSliceArea.y = float(dstSliceNdx.y) / float(" << (tessLevel * numInstances * 2) << ") * 2.0… in getGeometryShaderSource()
2760 …" outputSliceArea.z = float(dstSliceNdx.x+1) / float(" << tessLevel << ") * 2.0 - 1.0 + gapOffset;… in getGeometryShaderSource()
2761 …" outputSliceArea.w = float(dstSliceNdx.y+1) / float(" << (tessLevel * numInstances * 2) << ") * 2… in getGeometryShaderSource()