Searched refs:m_vertexShaderBinding (Results 1 – 1 of 1) sorted by relevance
715 std::vector<glw::GLint> m_vertexShaderBinding; member in deqp::gles31::Functional::__anon3bb639d20111::LayoutBindingNegativeCase958 m_vertexShaderBinding.push_back(numBindingPoints+1-m_numBindings); in initBindingPoints()968 m_vertexShaderBinding.push_back(binding); in initBindingPoints()977 m_vertexShaderBinding.push_back(minBindingPoint); in initBindingPoints()982 DE_ASSERT(m_vertexShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()985 DE_ASSERT(m_tessCtrlShaderBinding.back() != m_vertexShaderBinding.back()); in initBindingPoints()986 DE_ASSERT(m_vertexShaderBinding.back() != m_tessEvalShaderBinding.back()); in initBindingPoints()998 m_vertexShaderBinding.push_back(m_vertexShaderBinding.front()+ndx); in initBindingPoints()1270 …vertexUniformDecl << "layout(binding = " << m_vertexShaderBinding[declNdx] << ") uniform highp " <… in generateShaders()1859 vertexUniformDecl << "layout(std140, binding = " << m_vertexShaderBinding[declNdx] << ") uniform " in generateShaders()[all …]