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

/dports/www/chromium-legacy/chromium-88.0.4324.182/third_party/angle/third_party/VK-GL-CTS/src/modules/gles31/functional/
H A Des31fLayoutBindingTests.cpp715 std::vector<glw::GLint> m_vertexShaderBinding; member in deqp::gles31::Functional::__anon3bb639d20111::LayoutBindingNegativeCase
958 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()
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