Searched refs:hasTessellation (Results 1 – 4 of 4) sorted by relevance
55 …const bool hasTessellation = (tessellationControlShaderModule != DE_NULL || tessella… in makeGraphicsPipeline() local269 …hasTessellation ? &tessStateCreateInfo : DE_NULL, // const VkPipelineTessellationStat… in makeGraphicsPipeline()
267 , hasTessellation (false) in InstanceContext()294 , hasTessellation (other.hasTessellation) in InstanceContext()2479 bool hasTessellation = false; in runAndVerifyDefaultPipeline() local2489 hasTessellation = (instance.requiredStages & VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT) || in runAndVerifyDefaultPipeline()2497 if (hasTessellation && !supportsTessellation) in runAndVerifyDefaultPipeline()3462 …const VkPrimitiveTopology topology = hasTessellation? VK_PRIMITIVE_TOPOLOGY_PATCH_LIST: VK_PRIMITI… in runAndVerifyDefaultPipeline()3586 …const VkPipelineTessellationStateCreateInfo* tessellationInfo = hasTessellation ? &tessellationSta… in runAndVerifyDefaultPipeline()
266 bool hasTessellation; member
3835 const bool hasTessellation = (m_state == STATE_PER_PRIMITIVE); in iterate() local3870 if (hasTessellation) in iterate()3889 gl.drawArrays((hasTessellation) ? (GL_PATCHES) : (GL_TRIANGLES), 0, m_gridSize * m_gridSize * 6); in iterate()3905 const bool hasTessellation = (m_state == STATE_PER_PRIMITIVE); in genVertexSource() local3913 if (!hasTessellation && m_depthType == DEPTH_USER_DEFINED) in genVertexSource()3916 if (!hasTessellation) in genVertexSource()3924 if (hasTessellation) in genVertexSource()3943 const bool hasTessellation = (m_state == STATE_PER_PRIMITIVE); in genFragmentSource() local3944 const char* const colorMixName = (hasTessellation) ? ("tess_eval_colorMix") : ("vtx_colorMix"); in genFragmentSource()