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Searched refs:routine_attribute_definitions (Results 1 – 1 of 1) sorted by relevance

/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/
DesextcTextureCubeMapArraySampling.cpp2166 const attributeDefinition* routine_attribute_definitions = 0; in getPassThroughTesselationControlShaderCode() local
2169 getAttributes(sampling_function, routine_attribute_definitions, n_routine_attributes); in getPassThroughTesselationControlShaderCode()
2182 stream << shader_input << routine_attribute_definitions[i].type << vertex_shader_output in getPassThroughTesselationControlShaderCode()
2183 << routine_attribute_definitions[i].name << "[];" << std::endl; in getPassThroughTesselationControlShaderCode()
2184 …stream << shader_output << routine_attribute_definitions[i].type << tesselation_control_shader_out… in getPassThroughTesselationControlShaderCode()
2185 << routine_attribute_definitions[i].name << "[];" << std::endl; in getPassThroughTesselationControlShaderCode()
2201 stream << " " << tesselation_control_shader_output << routine_attribute_definitions[i].name in getPassThroughTesselationControlShaderCode()
2202 << "[gl_InvocationID] = " << vertex_shader_output << routine_attribute_definitions[i].name in getPassThroughTesselationControlShaderCode()
2275 const attributeDefinition* routine_attribute_definitions = 0; in getPassThroughVertexShaderCode() local
2280 getAttributes(sampling_function, routine_attribute_definitions, n_routine_attributes); in getPassThroughVertexShaderCode()
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