Lines Matching refs:sglr
49 class DepthShader : public sglr::ShaderProgram
54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color);
60 const sglr::UniformSlot& u_color;
64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
68 << sglr::pdec::VertexSource("#version 300 es\n"
74 << sglr::pdec::FragmentSource("#version 300 es\n"
85 void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color)
116 virtual void render (sglr::Context& context) = DE_NULL;
147 sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height));
159 sglr::ReferenceContextBuffers buffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), renderTarget.getDepthBits(), renderTarget.getStencilBits(), width, height);
160 sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(), buffers.getDepthbuffer(), buffers.getStencilbuffer());
203 void render (sglr::Context& context)
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f));
234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f));
239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f));
242 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f));
247 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
250 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f));