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Lines Matching refs:sglr

116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType)
118 sglr::pdec::ShaderProgramDeclaration decl;
120 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
121 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
123 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType));
125 decl << sglr::pdec::VertexSource(
135 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType));
137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4);
138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4);
142 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]);
143 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
144 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4);
151 : sglr::ShaderProgram (genTexture2DShaderDecl(samplerTypes, outputType))
184 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const
238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D;
266 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
267 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
268 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
269 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
270 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
271 << sglr::pdec::Uniform("u_coordMat", glu::TYPE_FLOAT_MAT3)
272 << sglr::pdec::Uniform("u_sampler0", samplerType)
273 << sglr::pdec::Uniform("u_scale", glu::TYPE_FLOAT_VEC4)
274 << sglr::pdec::Uniform("u_bias", glu::TYPE_FLOAT_VEC4)
275 << sglr::pdec::Uniform("u_layer", glu::TYPE_INT)
276 << sglr::pdec::VertexSource(
288 << sglr::pdec::FragmentSource(
353 void TextureCubeArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const
389 const sglr::rc::TextureCubeArray* tex = m_uniforms[1].sampler.texCubeArray;
414 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value)
439 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias)