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Lines Matching refs:requirements

145 								ShaderIndexingCase		(Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, deUint32 requirements, const char* vertShaderSource, const char* fragShaderSource);
161 ShaderIndexingCase::ShaderIndexingCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType varType, ShaderEvalFunc evalFunc, deUint32 requirements, const char* vertShaderSource, const char* fragShaderSource)
163 , m_requirements (requirements)
360 deUint32 requirements = 0;
363 requirements |= REQUIREMENT_UNIFORM_INDEXING;
366 requirements |= REQUIREMENT_VERTEX_UNIFORM_LOOPS|REQUIREMENT_UNIFORM_INDEXING;
369 requirements |= REQUIREMENT_FRAGMENT_UNIFORM_LOOPS|REQUIREMENT_UNIFORM_INDEXING;
371 return new ShaderIndexingCase(context, caseName, description, true, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
473 deUint32 requirements = 0;
476 requirements |= REQUIREMENT_UNIFORM_INDEXING;
479 requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
481 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
621 deUint32 requirements = 0;
624 requirements |= REQUIREMENT_UNIFORM_INDEXING;
627 requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
629 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
807 deUint32 requirements = 0;
810 requirements |= REQUIREMENT_UNIFORM_INDEXING;
813 requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
815 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());
979 deUint32 requirements = 0;
982 requirements |= REQUIREMENT_UNIFORM_INDEXING;
985 requirements |= (isVertexCase ? REQUIREMENT_VERTEX_UNIFORM_LOOPS : REQUIREMENT_FRAGMENT_UNIFORM_LOOPS) | REQUIREMENT_UNIFORM_INDEXING;
987 return new ShaderIndexingCase(context, caseName, description, isVertexCase, varType, evalFunc, requirements, vertexShaderSource.c_str(), fragmentShaderSource.c_str());