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

/external/deqp/modules/gles31/functional/
Des31fLayoutBindingTests.cpp717 std::vector<glw::GLint> m_tessCtrlShaderBinding; member in deqp::gles31::Functional::__anona33a70510111::LayoutBindingNegativeCase
960 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()
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