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Lines Matching full:uniform

106 								<<	"uniform highp int u_arrayNdx;\n\n"
152 << "uniform highp int u_arrayNdx;\n\n"
169 << "uniform highp int u_arrayNdx;\n\n"
214 << "uniform highp int u_arrayNdx;\n\n"
258 << "uniform highp int u_arrayNdx;\n\n"
402 GLU_EXPECT_NO_ERROR(gl.getError(), "Querying available uniform numbers failed");
404 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the vertex shader: " << maxVertexUnits << tcu::TestLog::EndMessage;
405 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the fragment shader: " << maxFragmentUnits << tcu::TestLog::EndMessage;
406 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum combined units for uniform type: " << maxCombinedUnits << tcu::TestLog::EndMessage;
407 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum binding point for uniform type: " << numBindingPoints-1 << tcu::TestLog::EndMessage;
480 // Get attribute and uniform locations
792 GLU_EXPECT_NO_ERROR(gl.getError(), "Querying available uniform numbers failed");
794 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the vertex shader: " << maxVertexUnits << tcu::TestLog::EndMessage;
795 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the fragment shader: " << maxFragmentUnits << tcu::TestLog::EndMessage;
799 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the tessellation control shader: " << maxTessCtrlUnits << tcu::TestLog::EndMessage;
800 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum units for uniform type in the tessellation evaluation shader: " << maxTessCtrlUnits << tcu::TestLog::EndMessage;
803 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum combined units for uniform type: " << maxCombinedUnits << tcu::TestLog::EndMessage;
804 m_testCtx.getLog() << tcu::TestLog::Message << "Maximum binding point for uniform type: " << numBindingPoints-1 << tcu::TestLog::EndMessage;
1097 // Set the uniform value indicating the current array index
1130 // Generate the uniform declarations for the vertex and fragment shaders
1133 shaderUniformDecl << "layout(binding = " << m_bindings[declNdx] << ") uniform highp " << samplerType << " "
1267 // Generate the uniform declarations for the vertex and fragment shaders
1270 vertexUniformDecl << "layout(binding = " << m_vertexShaderBinding[declNdx] << ") uniform highp " << samplerType
1272 fragmentUniformDecl << "layout(binding = " << m_fragmentShaderBinding[declNdx] << ") uniform highp " << samplerType
1274 tessCtrlUniformDecl << "layout(binding = " << m_tessCtrlShaderBinding[declNdx] << ") uniform highp " << samplerType
1276 tessEvalUniformDecl << "layout(binding = " << m_tessEvalShaderBinding[declNdx] << ") uniform highp " << samplerType
1418 // Set the uniform value indicating the current array index
1487 // Generate the uniform declarations for the vertex and fragment shaders
1490 shaderUniformDecl << "layout(rgba8, binding = " << m_bindings[declNdx] << ") uniform readonly highp " << imageType
1591 // Generate the uniform declarations for the vertex and fragment shaders
1594 vertexUniformDecl << "layout(rgba8, binding = " << m_vertexShaderBinding[declNdx] << ") uniform readonly highp " << imageType
1596 fragmentUniformDecl << "layout(rgba8, binding = " << m_fragmentShaderBinding[declNdx] << ") uniform readonly highp " << imageType
1598 tessCtrlUniformDecl << "layout(rgba8, binding = " << m_tessCtrlShaderBinding[declNdx] << ") uniform readonly highp " << imageType
1600 tessEvalUniformDecl << "layout(rgba8, binding = " << m_tessEvalShaderBinding[declNdx] << ") uniform readonly highp " << imageType
1752 // Set the uniform indicating the array index to be used and set the expected color
1772 // Generate the uniform declarations for the vertex and fragment shaders
1775 shaderUniformDecl << "layout(std140, binding = " << m_bindings[declNdx] << ") uniform "
1856 // Generate the uniform declarations for the vertex and fragment shaders
1859 vertexUniformDecl << "layout(std140, binding = " << m_vertexShaderBinding[declNdx] << ") uniform "
1866 fragmentUniformDecl << "layout(std140, binding = " << m_fragmentShaderBinding[declNdx] << ") uniform "
1873 tessCtrlUniformDecl << "layout(std140, binding = " << m_tessCtrlShaderBinding[declNdx] << ") uniform "
1880 tessEvalUniformDecl << "layout(std140, binding = " << m_tessCtrlShaderBinding[declNdx] << ") uniform "
2021 // Set the uniform indicating the array index to be used and set the expected color
2041 // Generate the uniform declarations for the vertex and fragment shaders
2125 // Generate the uniform declarations for the vertex and fragment shaders