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Lines Matching refs:rr

228 class ReferenceShader : public rr::VertexShader, public rr::FragmentShader
237 : rr::VertexShader (2, 1) // color and pos in => color out in ReferenceShader()
238 , rr::FragmentShader(1, 1) // color in => color out in ReferenceShader()
240 this->rr::VertexShader::m_inputs[0].type = rr::GENERICVECTYPE_FLOAT; in ReferenceShader()
241 this->rr::VertexShader::m_inputs[1].type = rr::GENERICVECTYPE_FLOAT; in ReferenceShader()
243 this->rr::VertexShader::m_outputs[0].type = rr::GENERICVECTYPE_FLOAT; in ReferenceShader()
244 this->rr::VertexShader::m_outputs[0].flatshade = false; in ReferenceShader()
246 this->rr::FragmentShader::m_inputs[0].type = rr::GENERICVECTYPE_FLOAT; in ReferenceShader()
247 this->rr::FragmentShader::m_inputs[0].flatshade = false; in ReferenceShader()
249 this->rr::FragmentShader::m_outputs[0].type = rr::GENERICVECTYPE_FLOAT; in ReferenceShader()
252 …void shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packets, const int nu… in shadeVertices()
259 rr::VertexPacket& packet = *packets[packetNdx]; in shadeVertices()
262 …packet.position = rr::readVertexAttribFloat(inputs[positionAttrLoc], packet.instanceNdx, packet.ve… in shadeVertices()
265 …packet.outputs[VaryingLoc_Color] = rr::readVertexAttribFloat(inputs[colorAttrLoc], packet.instance… in shadeVertices()
269 …void shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingC… in shadeFragments()
273 rr::FragmentPacket& packet = packets[packetNdx]; in shadeFragments()
276rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, rr::readVarying<float>(packet, context, Va… in shadeFragments()
281 void toReferenceRenderState (rr::RenderState& state, const DrawPrimitiveOp& drawOp) in toReferenceRenderState()
283 state.cullMode = rr::CULLMODE_NONE; in toReferenceRenderState()
287 state.fragOps.blendMode = rr::BLENDMODE_STANDARD; in toReferenceRenderState()
292 state.fragOps.blendRGBState.srcFunc = rr::BLENDFUNC_ONE; in toReferenceRenderState()
293 state.fragOps.blendRGBState.dstFunc = rr::BLENDFUNC_ONE; in toReferenceRenderState()
294 state.fragOps.blendRGBState.equation = rr::BLENDEQUATION_ADD; in toReferenceRenderState()
299 state.fragOps.blendRGBState.srcFunc = rr::BLENDFUNC_SRC_ALPHA; in toReferenceRenderState()
300 state.fragOps.blendRGBState.dstFunc = rr::BLENDFUNC_ONE_MINUS_SRC_ALPHA; in toReferenceRenderState()
301 state.fragOps.blendRGBState.equation = rr::BLENDEQUATION_ADD; in toReferenceRenderState()
315 state.fragOps.depthFunc = rr::TESTFUNC_LESS; in toReferenceRenderState()
323 state.fragOps.stencilStates[0].func = rr::TESTFUNC_LEQUAL; in toReferenceRenderState()
324 state.fragOps.stencilStates[0].sFail = rr::STENCILOP_KEEP; in toReferenceRenderState()
325 state.fragOps.stencilStates[0].dpFail = rr::STENCILOP_INCR; in toReferenceRenderState()
326 state.fragOps.stencilStates[0].dpPass = rr::STENCILOP_INCR; in toReferenceRenderState()
391 rr::Renderer referenceRenderer; in renderReference()
392 rr::VertexAttrib attributes[2]; in renderReference()
395 attributes[0].type = rr::VERTEXATTRIBTYPE_FLOAT; in renderReference()
400 attributes[1].type = rr::VERTEXATTRIBTYPE_FLOAT; in renderReference()
407rr::clearMultisampleColorBuffer(colorBuffer, CLEAR_COLOR, rr::WindowRectangle(0, 0, width, height)… in renderReference()
412rr::clearMultisampleDepthBuffer(depthBuffer, CLEAR_DEPTH, rr::WindowRectangle(0, 0, width, height)… in renderReference()
418rr::clearMultisampleStencilBuffer(stencilBuffer, CLEAR_STENCIL, rr::WindowRectangle(0, 0, width, h… in renderReference()
421 …const rr::RenderTarget renderTarget(rr::MultisamplePixelBufferAccess::fromMultisampleAccess(colorB… in renderReference()
422 rr::MultisamplePixelBufferAccess::fromMultisampleAccess(depthBuffer.getAccess()), in renderReference()
423 rr::MultisamplePixelBufferAccess::fromMultisampleAccess(stencilBuffer.getAccess())); in renderReference()
428rr::RenderState renderState((rr::ViewportState)(rr::MultisamplePixelBufferAccess::fromMultisampleA… in renderReference()
437 rr::DrawCommand( in renderReference()
440rr::Program(static_cast<const rr::VertexShader*>(&shader), static_cast<const rr::FragmentShader*>(… in renderReference()
443 rr::PrimitiveList(rr::PRIMITIVETYPE_TRIANGLES, drawOp->count * 3, 0))); in renderReference()
446rr::resolveMultisampleColorBuffer(dst, rr::MultisamplePixelBufferAccess::fromMultisampleAccess(col… in renderReference()