Lines Matching full:shader
19 Geometry and tessellation shader interaction tests
26 + Basic render tests using a shader program with tessellation and
41 render.passthrough cases tests basic rendering with a shader program with
43 passthrough geometry or tessellation shader does not change the result image. In
45 shader and then with a passthrough geometry shader. In
47 tessellation stage and then with a passthrough tessellation shader attached.
49 render.limits.* cases test rendering with a five stage shader program with a
50 shader that uses the maximum number of geometry output vertices, uses maximum
51 number geometry shader instances, or sets the maximum tessellation level.
65 render.scatter.* cases use geometry shader to scatter the output primitives all
66 over the viewport. In the geometry_scatter_instances case, each geometry shader
68 emitted by the other instances of the same geometry shader execution. In the
69 geometry_scatter_primitives, each geometry shader instance emits its primitives
71 a geometry shader instance is assigned a different layer index. Cases render a
75 feedback works with five stage shader programs with different tessellation and
81 feedback the recorded variable is selected from the geometry shader if the
82 geometry shader is active.
85 shader stages. In {vertex, control, evaluation, geometry}_set cases, a constant
86 is assigned to the gl_PointSize in the corresponding shader stage. In {vertex,
88 default}_default cases, the corresponding shader stage is active, but it does
89 not modify the point size or use the shader stage specific point size extension.
90 The shader program is used to render a single point, and the rendered point size