Searched refs:m_fragmentShaderBinding (Results 1 – 1 of 1) sorted by relevance
733 std::vector<glw::GLint> m_fragmentShaderBinding; member in deqp::gles31::Functional::__anon8503b7c70111::LayoutBindingNegativeCase985 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()[all …]