Searched refs:hasTessellation (Results 1 – 1 of 1) sorted by relevance
3624 const bool hasTessellation = (m_state == STATE_PER_PRIMITIVE); in iterate() local3659 if (hasTessellation) in iterate()3678 gl.drawArrays((hasTessellation) ? (GL_PATCHES) : (GL_TRIANGLES), 0, m_gridSize * m_gridSize * 6); in iterate()3694 const bool hasTessellation = (m_state == STATE_PER_PRIMITIVE); in genVertexSource() local3702 if (!hasTessellation && m_depthType == DEPTH_USER_DEFINED) in genVertexSource()3705 if (!hasTessellation) in genVertexSource()3713 if (hasTessellation) in genVertexSource()3732 const bool hasTessellation = (m_state == STATE_PER_PRIMITIVE); in genFragmentSource() local3733 const char* const colorMixName = (hasTessellation) ? ("tess_eval_colorMix") : ("vtx_colorMix"); in genFragmentSource()