Lines Matching refs:geometry
27 geometry shading stages.
28 + Render tests with maximum geometry amplification in different stages
36 + SSBO memory access ordering test between tessellation and geometry shaders
42 attached tessellation and geometry shaders. Tests verify that attaching either a
43 passthrough geometry or tessellation shader does not change the result image. In
44 *_passthrough_geometry_* cases, the pattern is first rendered without a geometry
45 shader and then with a passthrough geometry shader. In
50 shader that uses the maximum number of geometry output vertices, uses maximum
51 number geometry shader instances, or sets the maximum tessellation level.
61 the same time. Due to the extreme geometry amplification in certain tests, the
65 render.scatter.* cases use geometry shader to scatter the output primitives all
66 over the viewport. In the geometry_scatter_instances case, each geometry shader
68 emitted by the other instances of the same geometry shader execution. In the
69 geometry_scatter_primitives, each geometry shader instance emits its primitives
71 a geometry shader instance is assigned a different layer index. Cases render a
76 geometry output primitive types. Tests verify the validity of feedback results
81 feedback the recorded variable is selected from the geometry shader if the
82 geometry shader is active.
85 shader stages. In {vertex, control, evaluation, geometry}_set cases, a constant