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Lines Matching refs:sglr

58 class StencilShader : public sglr::ShaderProgram
62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
67 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
72 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
81 void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color)
109 const sglr::UniformSlot& u_color;
180 void executeOps (sglr::Context& context, const IVec4& cell, const vector<StencilOp>& ops);
181 void visualizeStencil (sglr::Context& context, int stencilBits, int stencilStep);
205 void StencilCase::executeOps (sglr::Context& context, const IVec4& cell, const vector<StencilOp>& ops)
243 sglr::drawQuad(context, m_shaderID, Vec3(x0, y0, op.depth), Vec3(x1, y1, op.depth));
254 void StencilCase::visualizeStencil (sglr::Context& context, int stencilBits, int stencilStep)
270 sglr::drawQuad(context, m_shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
324 sglr::GLContext context(m_context.getRenderContext(), log, 0 /* don't log calls or program */, viewport);
342 sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height);
343 sglr::ReferenceContext context (sglr::ReferenceContextLimits(m_context.getRenderContext()), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());