Searched refs:inputPrecision (Results 1 – 5 of 5) sorted by relevance
1144 …const char* const inputPrecision = glu::isDataTypeIntOrIVec(m_type) && m_precision == glu::PRECISI… in generateSingleProgramData() local1158 vtx << "in " << inputPrecision << " vec4 a_in" << i << ";\n"; in generateSingleProgramData()1169 vtx << "out " << inputPrecision << " vec4 v_in" << i << ";\n"; in generateSingleProgramData()1170 frag << "in " << inputPrecision << " vec4 v_in" << i << ";\n"; in generateSingleProgramData()1476 const char* inputPrecision = DE_NULL; in generateSingleProgramData() local1487 …if (inputPrecision == DE_NULL && isDataTypeIntOrIVec(m_paramTypes[i]) && m_precision == glu::PRECI… in generateSingleProgramData()1488 inputPrecision = "mediump"; in generateSingleProgramData()1496 if (inputPrecision == DE_NULL) in generateSingleProgramData()1497 inputPrecision = precision; in generateSingleProgramData()1511 vtx << "in " << inputPrecision << " vec4 a_in" << i << ";\n"; in generateSingleProgramData()[all …]
1144 …const char* const inputPrecision = glu::isDataTypeIntOrIVec(m_type) && m_precision == glu::PRECISI… in generateSingleProgramData() local1154 vtx << "attribute " << inputPrecision << " vec4 a_in" << i << ";\n"; in generateSingleProgramData()1165 vtx << "varying " << inputPrecision << " vec4 v_in" << i << ";\n"; in generateSingleProgramData()1166 frag << "varying " << inputPrecision << " vec4 v_in" << i << ";\n"; in generateSingleProgramData()1472 const char* inputPrecision = DE_NULL; in generateSingleProgramData() local1483 …if (inputPrecision == DE_NULL && isDataTypeIntOrIVec(m_paramTypes[i]) && m_precision == glu::PRECI… in generateSingleProgramData()1484 inputPrecision = "mediump"; in generateSingleProgramData()1492 if (inputPrecision == DE_NULL) in generateSingleProgramData()1493 inputPrecision = precision; in generateSingleProgramData()1503 vtx << "attribute " << inputPrecision << " vec4 a_in" << i << ";\n"; in generateSingleProgramData()[all …]
426 const char* inputPrecision[MAX_INPUTS]; in ShaderOperatorCase() local439 inputPrecision[i] = getPrecisionName(prec); in ShaderOperatorCase()445 vtx << "attribute " << inputPrecision[i] << " vec4 a_in" << i << ";\n"; in ShaderOperatorCase()456 vtx << "varying " << inputPrecision[i] << " vec4 v_in" << i << ";\n"; in ShaderOperatorCase()457 frag << "varying " << inputPrecision[i] << " vec4 v_in" << i << ";\n"; in ShaderOperatorCase()
676 const char* inputPrecision[MAX_INPUTS]; in setupShaderData() local698 inputPrecision[inputNdx] = getPrecisionName(prec); in setupShaderData()704 …vtx << "layout(location = " << 4 + inputNdx << ") in " << inputPrecision[inputNdx] << " vec4 a_in"… in setupShaderData()718 …vtx << "layout(location = " << inputNdx + 1 << ") out " << inputPrecision[inputNdx] << " vec4 v_in… in setupShaderData()719 …frag << "layout(location = " << inputNdx + 1 << ") in " << inputPrecision[inputNdx] << " vec4 v_in… in setupShaderData()
695 const char* inputPrecision[MAX_INPUTS]; in setupShaderData() local714 inputPrecision[i] = getPrecisionName(prec); in setupShaderData()720 vtx << "in " << inputPrecision[i] << " vec4 a_in" << i << ";\n"; in setupShaderData()734 vtx << "out " << inputPrecision[i] << " vec4 v_in" << i << ";\n"; in setupShaderData()735 frag << "in " << inputPrecision[i] << " vec4 v_in" << i << ";\n"; in setupShaderData()