Lines Matching refs:context
58 …r::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const;
97 …rr::FragmentPacket* packets, const int numPackets, const rr::FragmentShadingContext& context) const in shadeFragments()
105 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); in shadeFragments()
112 DepthCase (Context& context, const char* name, const char* description);
116 virtual void render (sglr::Context& context) = DE_NULL;
119 DepthCase::DepthCase (Context& context, const char* name, const char* description) in DepthCase() argument
120 : TestCase(context, name, description) in DepthCase()
147 …sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)… in iterate() local
149 context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); in iterate()
150 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
152 render(context); // Call actual render func in iterate()
153 context.readPixels(gles2Frame, 0, 0, width, height); in iterate()
154 gles2Error = context.getError(); in iterate()
160 …sglr::ReferenceContext context (sglr::ReferenceContextLimits(renderCtx), buffers.getColorbuffer(… in iterate() local
162 context.clearColor(clearColor.x(), clearColor.y(), clearColor.z(), clearColor.w()); in iterate()
163 context.clear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT|GL_STENCIL_BUFFER_BIT); in iterate()
165 render(context); in iterate()
166 context.readPixels(refFrame, 0, 0, width, height); in iterate()
167 refError = context.getError(); in iterate()
197 DepthCompareCase (Context& context, const char* name, const char* description, deUint32 compareOp) in DepthCompareCase() argument
198 : DepthCase (context, name, description) in DepthCompareCase()
203 void render (sglr::Context& context) in render() argument
208 deUint32 shaderID = context.createProgram(&shader); in render()
214 context.clearDepthf(1.0f); in render()
215 context.clear(GL_DEPTH_BUFFER_BIT); in render()
218 context.enable(GL_DEPTH_TEST); in render()
221 context.depthFunc(GL_ALWAYS); in render()
222 shader.setColor(context, shaderID, red); in render()
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
224 context.depthFunc(m_compareOp); in render()
225 shader.setColor(context, shaderID, green); in render()
226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
229 context.depthFunc(GL_ALWAYS); in render()
230 shader.setColor(context, shaderID, red); in render()
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render()
232 context.depthFunc(m_compareOp); in render()
233 shader.setColor(context, shaderID, green); in render()
234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render()
237 context.depthFunc(GL_ALWAYS); in render()
238 shader.setColor(context, shaderID, red); in render()
239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)); in render()
240 context.depthFunc(m_compareOp); in render()
241 shader.setColor(context, shaderID, green); in render()
242 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f)); in render()
245 context.depthFunc(GL_ALWAYS); in render()
246 shader.setColor(context, shaderID, red); in render()
247 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
248 context.depthFunc(m_compareOp); in render()
249 shader.setColor(context, shaderID, green); in render()
250 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render()
257 DepthTests::DepthTests (Context& context) in DepthTests() argument
258 : TestCaseGroup(context, "depth", "Depth Tests") in DepthTests()