Searched refs:isShadow (Results 1 – 8 of 8) sorted by relevance
812 bool isShadow = m_textureSpec.sampler.compare != tcu::Sampler::COMPAREMODE_NONE; in initShaderSources() local813 …bool is2DProj4 = !isShadow && m_textureSpec.type == TEXTURETYPE_2D && (function == FUNCTION_T… in initShaderSources()817 int extraCoordComps = (isProj ? (is2DProj4 ? 2 : 1) : 0) + (isShadow ? 1 : 0); in initShaderSources()832 …case TEXTURETYPE_2D: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_SHADOW : glu::getSampler2DTyp… in initShaderSources()833 …case TEXTURETYPE_CUBE_MAP: samplerType = isShadow ? glu::TYPE_SAMPLER_CUBE_SHADOW : glu::getSampl… in initShaderSources()834 …case TEXTURETYPE_2D_ARRAY: samplerType = isShadow ? glu::TYPE_SAMPLER_2D_ARRAY_SHADOW : glu::getSa… in initShaderSources()835 …case TEXTURETYPE_3D: DE_ASSERT(!isShadow); samplerType = glu::getSampler3DType(texFmt); b… in initShaderSources()964 if (isShadow) in initShaderSources()
582 const int lod = i->tex.target.isShadow() ? (arg + 1) : arg; in handleTEX()585 if (i->tex.target.isShadow()) in handleTEX()
748 int isShadow() const { return descTable[target].shadow ? 1 : 0; } in isShadow() function
1387 if (i->tex.target.isShadow()) in emitTEX()
1566 if (tgt.isShadow()) in handleTEX()
1222 const bool isShadow = isDepthFormat(textureFormat); in genProgramSources() local1227 …ces() << genVertexShaderSource(requireGpuShader5(gatherType), numDims, isDynamicOffset || isShadow) in genProgramSources()
820 txd->tex.target.isShadow()) in handleTXD()
1046 if (i->tex.target.isShadow()) in emitTEX()