Searched refs:m_renderPassConfig (Results 1 – 1 of 1) sorted by relevance
850 TestRenderPassConfig m_renderPassConfig; member in deqp::gles31::Functional::__anon6afaefe80111::Renderer894 m_renderPassConfig = renderPassConfig; in init()897 this->createFBOwithColorAttachment(m_renderPassConfig.fboConfigList); in init()899 if (m_renderPassConfig.textureSourcesType != TEXTURESOURCESTYPE_NONE) in init()901 …if (m_renderPassConfig.textureSourcesType == TEXTURESOURCESTYPE_RGBA || m_renderPassConfig.texture… in init()903 else if (m_renderPassConfig.textureSourcesType ==TEXTURESOURCESTYPE_BOTH ) in init()908 …m_shaderProgram = new TestShaderProgram(m_context, m_samplersRequired, m_renderPassConfig.testFunc… in init()909 m_hasFunction = m_renderPassConfig.testFunction.hasFunction; in init()1027 if (m_renderPassConfig.textureSourcesType == TEXTURESOURCESTYPE_NONE) in draw()1040 this->bindAllRequiredSourceTextures(m_renderPassConfig.textureSourcesType); in draw()