Searched refs:m_vertexShaderBinding (Results 1 – 1 of 1) sorted by relevance
614 std::vector<glw::GLint> m_vertexShaderBinding; member in deqp::gles31::Functional::__anona33a70510111::LayoutBindingNegativeCase795 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()