Searched refs:m_vertex_shader_id_for_multiple_invocations_pass (Results 1 – 2 of 2) sorted by relevance
2562 , m_vertex_shader_id_for_multiple_invocations_pass(0) in GeometryShaderMaxInvocationsTest()2621 m_vertex_shader_id_for_multiple_invocations_pass = gl.createShader(GL_VERTEX_SHADER); in initTest()2638 m_vertex_shader_id_for_multiple_invocations_pass, 1, &m_vertex_shader_code)) in initTest()2783 if (m_vertex_shader_id_for_multiple_invocations_pass != 0) in deinit()2785 gl.deleteShader(m_vertex_shader_id_for_multiple_invocations_pass); in deinit()2787 m_vertex_shader_id_for_multiple_invocations_pass = 0; in deinit()
925 glw::GLuint m_vertex_shader_id_for_multiple_invocations_pass; member in glcts::GeometryShaderMaxInvocationsTest