Searched refs:shaderStream (Results 1 – 4 of 4) sorted by relevance
23 std::stringstream shaderStream; in evaluateFloat() local24 shaderStream << "#version 310 es\n" in evaluateFloat()32 compileAssumeSuccess(shaderStream.str()); in evaluateFloat()40 std::stringstream shaderStream; in evaluateInt() local41 shaderStream << "#version 310 es\n" in evaluateInt()49 compileAssumeSuccess(shaderStream.str()); in evaluateInt()57 std::stringstream shaderStream; in evaluateUint() local58 shaderStream << "#version 310 es\n" in evaluateUint()66 compileAssumeSuccess(shaderStream.str()); in evaluateUint()
1001 std::stringstream shaderStream; in generateGeometryShaderHLSL() local1055 shaderStream << "cbuffer DriverConstants : register(b0)\n" in generateGeometryShaderHLSL()1060 shaderStream << " float4 dx_ViewCoords : packoffset(c1);\n"; in generateGeometryShaderHLSL()1063 shaderStream << " float2 dx_ViewScale : packoffset(c3);\n"; in generateGeometryShaderHLSL()1071 shaderStream << " float multiviewSelectViewportIndex : packoffset(c3.z);\n"; in generateGeometryShaderHLSL()1074 shaderStream << "};\n\n"; in generateGeometryShaderHLSL()1079 shaderStream << "#define ANGLE_POINT_SPRITE_SHADER\n" in generateGeometryShaderHLSL()1105 shaderStream << preambleString << "\n" in generateGeometryShaderHLSL()1111 shaderStream << "uint primitiveID : SV_PrimitiveID, "; in generateGeometryShaderHLSL()1114 shaderStream << " inout " << outputPT << "Stream<GS_OUTPUT> outStream)\n" in generateGeometryShaderHLSL()[all …]
432 std::ostringstream shaderStream; in resolveCompile() local433 shaderStream << "// GLSL\n"; in resolveCompile()434 shaderStream << "//\n"; in resolveCompile()443 shaderStream << "// " << line; in resolveCompile()448 shaderStream << "\\"; in resolveCompile()451 shaderStream << std::endl; in resolveCompile()453 shaderStream << "\n\n"; in resolveCompile()454 shaderStream << mState.mTranslatedSource; in resolveCompile()455 mState.mTranslatedSource = shaderStream.str(); in resolveCompile()
309 std::stringstream shaderStream; in compileMultiAttribProgram() local311 shaderStream << "attribute mediump vec4 position;" << std::endl; in compileMultiAttribProgram()314 shaderStream << "attribute float a" << attribIndex << ";" << std::endl; in compileMultiAttribProgram()316 shaderStream << "varying mediump float color;" << std::endl in compileMultiAttribProgram()322 shaderStream << " color += a" << attribIndex << ";" << std::endl; in compileMultiAttribProgram()324 shaderStream << "}" << std::endl; in compileMultiAttribProgram()333 return CompileProgram(shaderStream.str().c_str(), kFS); in compileMultiAttribProgram()