Searched refs:m_tessCtrlShaderBinding (Results 1 – 1 of 1) sorted by relevance
717 std::vector<glw::GLint> m_tessCtrlShaderBinding; member in deqp::gles31::Functional::__anona33a70510111::LayoutBindingNegativeCase960 m_tessCtrlShaderBinding.push_back(numBindingPoints+1-m_numBindings); in initBindingPoints()970 m_tessCtrlShaderBinding.push_back(binding); in initBindingPoints()979 m_tessCtrlShaderBinding.push_back((minBindingPoint+2)%numBindingPoints); in initBindingPoints()984 DE_ASSERT(m_tessEvalShaderBinding.back() != m_tessCtrlShaderBinding.back()); in initBindingPoints()985 DE_ASSERT(m_tessCtrlShaderBinding.back() != m_vertexShaderBinding.back()); in initBindingPoints()987 DE_ASSERT(m_tessCtrlShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()1000 m_tessCtrlShaderBinding.push_back(m_tessCtrlShaderBinding.front()+ndx); in initBindingPoints()1001 m_tessEvalShaderBinding.push_back(m_tessCtrlShaderBinding.front()+ndx); in initBindingPoints()1274 …tessCtrlUniformDecl << "layout(binding = " << m_tessCtrlShaderBinding[declNdx] << ") uniform highp… in generateShaders()[all …]