Lines Matching refs:sglr
172 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const GLenum* unitTypes)
174 sglr::pdec::ShaderProgramDeclaration decl;
176 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
177 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
178 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
179 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT);
186 decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D) : (glu::TYPE_SAMPLER_CUBE));
187 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3);
190 decl << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
199 decl << sglr::pdec::FragmentSource(generateMultiTexFragmentShader(numUnits, unitTypes));
240 class MultiTexShader : public sglr::ShaderProgram
245 void setUniforms (sglr::Context& context, deUint32 program) const;
259 : sglr::ShaderProgram (generateShaderProgramDeclaration(numUnits, &unitTypes[0]))
396 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const
562 void render (sglr::Context& context);
794 sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS|sglr::GLCONTEXT_LOG_PROGRAMS, tcu::IVec4(viewportX, viewportY, viewportWidth, viewportHeight));
803 sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, viewportWidth, viewportHeight);
804 sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
822 void TextureUnitCase::render (sglr::Context& context)
910 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));