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

/aosp_15_r20/external/deqp/modules/gles31/functional/
H A Des31fLayoutBindingTests.cpp733 std::vector<glw::GLint> m_fragmentShaderBinding; member in deqp::gles31::Functional::__anon8503b7c70111::LayoutBindingNegativeCase
985 m_fragmentShaderBinding.push_back(numBindingPoints + 1 - m_numBindings); in initBindingPoints()
995 m_fragmentShaderBinding.push_back(binding); in initBindingPoints()
1004 m_fragmentShaderBinding.push_back((minBindingPoint + 1) % numBindingPoints); in initBindingPoints()
1008 DE_ASSERT(m_vertexShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()
1009 DE_ASSERT(m_fragmentShaderBinding.back() != m_tessEvalShaderBinding.back()); in initBindingPoints()
1013 DE_ASSERT(m_tessCtrlShaderBinding.back() != m_fragmentShaderBinding.back()); in initBindingPoints()
1025 m_fragmentShaderBinding.push_back(m_fragmentShaderBinding.front() + ndx); in initBindingPoints()
1294 …fragmentUniformDecl << "layout(binding = " << m_fragmentShaderBinding[declNdx] << ") uniform highp… in generateShaders()
1629 fragmentUniformDecl << "layout(rgba8, binding = " << m_fragmentShaderBinding[declNdx] in generateShaders()
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