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

/external/deqp/modules/gles31/functional/
Des31fLayoutBindingTests.cpp614 std::vector<glw::GLint> m_vertexShaderBinding; member in deqp::gles31::Functional::__anona33a70510111::LayoutBindingNegativeCase
795 m_vertexShaderBinding.push_back(numBindingPoints+1-m_numBindings); in initBindingPoints()
803 m_vertexShaderBinding.push_back(binding); in initBindingPoints()
810 m_vertexShaderBinding.push_back(minBindingPoint); in initBindingPoints()
812 DE_ASSERT(m_vertexShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()
823 m_vertexShaderBinding.push_back(m_vertexShaderBinding.front()+ndx); in initBindingPoints()
1079 …vertexUniformDecl << "layout(binding = " << m_vertexShaderBinding[declNdx] << ") uniform highp " <… in generateShaders()
1378 …vertexUniformDecl << "layout(rgba8, binding = " << m_vertexShaderBinding[declNdx] << ") uniform re… in generateShaders()
1619 vertexUniformDecl << "layout(std140, binding = " << m_vertexShaderBinding[declNdx] << ") uniform " in generateShaders()
1854 vertexUniformDecl << "layout(std140, binding = " << m_vertexShaderBinding[declNdx] << ") buffer " in generateShaders()