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Searched refs:m_fragmentShaderBinding (Results 1 – 1 of 1) sorted by relevance

/external/deqp/modules/gles31/functional/
Des31fLayoutBindingTests.cpp716 std::vector<glw::GLint> m_fragmentShaderBinding; member in deqp::gles31::Functional::__anon58470bf00111::LayoutBindingNegativeCase
959 m_fragmentShaderBinding.push_back(numBindingPoints+1-m_numBindings); in initBindingPoints()
969 m_fragmentShaderBinding.push_back(binding); in initBindingPoints()
978 m_fragmentShaderBinding.push_back((minBindingPoint+1)%numBindingPoints); in initBindingPoints()
982 DE_ASSERT(m_vertexShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()
983 DE_ASSERT(m_fragmentShaderBinding.back() != m_tessEvalShaderBinding.back()); in initBindingPoints()
987 DE_ASSERT(m_tessCtrlShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()
999 m_fragmentShaderBinding.push_back(m_fragmentShaderBinding.front()+ndx); in initBindingPoints()
1272 …fragmentUniformDecl << "layout(binding = " << m_fragmentShaderBinding[declNdx] << ") uniform highp… in generateShaders()
1596 …fragmentUniformDecl << "layout(rgba8, binding = " << m_fragmentShaderBinding[declNdx] << ") unifor… in generateShaders()
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