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Lines Matching full:vertex

294 		glw::GLint				maxVertexUnits		= 0;	// Available uniforms in the vertex shader
305 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the vertex shader: " << maxVertexUnits << tcu::TestLog::EndMessage;
356 throw tcu::NotSupportedError("Vertex shader: not enough uniforms available for test");
379 // Setup vertex and index buffers
412 // Generate and bind vertex buffer
418 GLU_EXPECT_NO_ERROR(gl.getError(), "Vertex buffer setup failed");
644 // Decide appropriate binding points for the vertex and fragment shaders
648 glw::GLint maxVertexUnits = 0; // Available uniforms in the vertex shader
659 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the vertex shader: " << maxVertexUnits << tcu::TestLog::EndMessage;
715 throw tcu::NotSupportedError("Vertex shader: not enough uniforms available for test");
944 // Generate the uniform declarations for the vertex and fragment shaders
951 // Generate the shader body for the vertex and fragment shaders
1067 // Generate the uniform declarations for the vertex and fragment shaders
1076 // Generate the shader body for the vertex and fragment shaders
1276 // Generate the uniform declarations for the vertex and fragment shaders
1283 // Generate the shader body for the vertex and fragment shaders
1366 // Generate the uniform declarations for the vertex and fragment shaders
1375 // Generate the shader body for the vertex and fragment shaders
1537 // Generate the uniform declarations for the vertex and fragment shaders
1548 // Generate the shader body for the vertex and fragment shaders
1607 // Generate the uniform declarations for the vertex and fragment shaders
1625 // Generate the shader body for the vertex and fragment shaders
1772 // Generate the uniform declarations for the vertex and fragment shaders
1783 // Generate the shader body for the vertex and fragment shaders
1842 // Generate the uniform declarations for the vertex and fragment shaders
1860 // Generate the shader body for the vertex and fragment shaders