Lines Matching refs:quadGrid
266 , quadGrid (quadGrid_) in ShaderEvalContext()
268 const vector<TextureBinding>& bindings = quadGrid.getTextures(); in ShaderEvalContext()
304 coords = quadGrid.getCoords(sx, sy); in reset()
305 unitCoords = quadGrid.getUnitCoords(sx, sy); in reset()
308 int numAttribs = quadGrid.getNumUserAttribs(); in reset()
311 in[attribNdx] = quadGrid.getUserAttrib(attribNdx, sx, sy); in reset()
436 …QuadGrid quadGrid(m_isVertexCase ? GRID_SIZE : 4, width, height, Vec4(0.125f, 0.25f, 0.5f, 1.0f), … in iterate() local
440 render(resImage, programID, quadGrid); in iterate()
445 computeVertexReference(refImage, quadGrid); in iterate()
447 computeFragmentReference(refImage, quadGrid); in iterate()
540 static void getDefaultVertexArrays (const glw::Functions& gl, const QuadGrid& quadGrid, deUint32 pr… in getDefaultVertexArrays() argument
542 const int numElements = quadGrid.getNumVertices(); in getDefaultVertexArrays()
544 …vertexArrays.push_back(va::Float("a_position", 4, numElements, 0, (const float*)quadGrid.getPosit… in getDefaultVertexArrays()
545 …vertexArrays.push_back(va::Float("a_coords", 4, numElements, 0, (const float*)quadGrid.getCoords(… in getDefaultVertexArrays()
546 …vertexArrays.push_back(va::Float("a_unitCoords", 4, numElements, 0, (const float*)quadGrid.getUnit… in getDefaultVertexArrays()
547 vertexArrays.push_back(va::Float("a_one", 1, numElements, 0, quadGrid.getAttribOne())); in getDefaultVertexArrays()
550 for (int userNdx = 0; userNdx < quadGrid.getNumUserAttribs(); userNdx++) in getDefaultVertexArrays()
553 …vertexArrays.push_back(va::Float(name, 4, numElements, 0, (const float*)quadGrid.getUserAttrib(use… in getDefaultVertexArrays()
586 …t(loc+colNdx, numRows, numElements, 4*(int)sizeof(float), (const float*)quadGrid.getUserAttrib(col… in getDefaultVertexArrays()
590 void ShaderRenderCase::render (Surface& result, int programID, const QuadGrid& quadGrid) in render() argument
612 setupUniforms(programID, quadGrid.getConstCoords()); in render()
622 const int numElements = quadGrid.getNumTriangles()*3; in render()
624 getDefaultVertexArrays(gl, quadGrid, programID, vertexArrays); in render()
625 …ID, (int)vertexArrays.size(), &vertexArrays[0], pr::Triangles(numElements, quadGrid.getIndices())); in render()
635 void ShaderRenderCase::computeVertexReference (Surface& result, const QuadGrid& quadGrid) in computeVertexReference() argument
640 int gridSize = quadGrid.getGridSize(); in computeVertexReference()
643 ShaderEvalContext evalCtx (quadGrid); in computeVertexReference()
722 void ShaderRenderCase::computeFragmentReference (Surface& result, const QuadGrid& quadGrid) in computeFragmentReference() argument
728 ShaderEvalContext evalCtx (quadGrid); in computeFragmentReference()