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21  * \brief Tessellation and geometry shader interaction stress tests.
181 m_testCtx.getLog() << tcu::TestLog::Message << "Using implementation maximum geometry shader output limits." << tcu::TestLog::EndMessage;
192 m_testCtx.getLog() << tcu::TestLog::Message << "Using geometry shader extension minimum maximum output limits." << tcu::TestLog::EndMessage;
227 msg << "Geometry shader, targeting following limits:\n";
244 // If FLAG_GEOMETRY_SEPARATE_PRIMITIVES is not set, geometry shader fills a rectangle area in slices.
245 // Each slice is a triangle strip and is generated by a single shader invocation.
263 << "Geometry shader:\n"
503 " const float gapOffset = 0.0001; // subdivision performed by the geometry shader might produce gaps. Fill potential gaps by enlarging the output slice a little.\n"
558 : TestCaseGroup(context, "tessellation_geometry_interaction", "Tessellation and geometry shader interaction stress tests")
585 "Minimum maximum tessellation level and geometry shader output vertices",
590 "Maximum tessellation level and geometry shader output vertices supported by the implementation",
595 "Minimum maximum tessellation level and geometry shader invocations",
600 "Maximum tessellation level and geometry shader invocations supported by the implementation",
605 "Minimum maximum geometry shader output vertices and invocations",
610 "Maximum geometry shader output vertices and invocations invocations supported by the implementation",