Lines Matching refs:ShaderMatrixCase
739 class ShaderMatrixCase : public ShaderRenderCase
742 ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase);
743 ~ShaderMatrixCase (void);
757 ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase)
765 ShaderMatrixCase::~ShaderMatrixCase (void)
769 void ShaderMatrixCase::init (void)
1024 std::string ShaderMatrixCase::genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName)
1045 void ShaderMatrixCase::setupUniforms (int programID, const tcu::Vec4& constCoords)
1174 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_vertex").c_str(), "Matrix-scalar case", matIn, scalarIn, op, true));
1175 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "float_fragment").c_str(), "Matrix-scalar case", matIn, scalarIn, op, false));
1184 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(vecType) + "_vertex").c_str(), "Matrix-vector case", matIn, vecIn, op, true));
1185 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(vecType) + "_fragment").c_str(), "Matrix-vector case", matIn, vecIn, op, false));
1189 opGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_vertex").c_str(), "Vector-matrix case", vecIn, matIn, op, true));
1190 opGroup->addChild(new ShaderMatrixCase(m_context, (vecMatName + "_fragment").c_str(), "Vector-matrix case", vecIn, matIn, op, false));
1197 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_vertex").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, true));
1198 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + matTypeName + "_fragment").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, false));
1205 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "vertex").c_str(), "Matrix case", matIn, voidInput, op, true));
1206 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "fragment").c_str(), "Matrix case", matIn, voidInput, op, false));
1212 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "vertex").c_str(), "Matrix assignment case", matIn, otherMatIn, op, true));
1213 opGroup->addChild(new ShaderMatrixCase(m_context, (baseName + "fragment").c_str(), "Matrix assignment case", matIn, otherMatIn, op, false));