Searched refs:m_fragmentShaderBinding (Results 1 – 1 of 1) sorted by relevance
716 std::vector<glw::GLint> m_fragmentShaderBinding; member in deqp::gles31::Functional::__anona33a70510111::LayoutBindingNegativeCase959 m_fragmentShaderBinding.push_back(numBindingPoints+1-m_numBindings); in initBindingPoints()969 m_fragmentShaderBinding.push_back(binding); in initBindingPoints()978 m_fragmentShaderBinding.push_back((minBindingPoint+1)%numBindingPoints); in initBindingPoints()982 DE_ASSERT(m_vertexShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()983 DE_ASSERT(m_fragmentShaderBinding.back() != m_tessEvalShaderBinding.back()); in initBindingPoints()987 DE_ASSERT(m_tessCtrlShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()999 m_fragmentShaderBinding.push_back(m_fragmentShaderBinding.front()+ndx); in initBindingPoints()1272 …fragmentUniformDecl << "layout(binding = " << m_fragmentShaderBinding[declNdx] << ") uniform highp… in generateShaders()1596 …fragmentUniformDecl << "layout(rgba8, binding = " << m_fragmentShaderBinding[declNdx] << ") unifor… in generateShaders()[all …]