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  /external/deqp/modules/gles31/functional/
es31fProgramStateQueryTests.cpp 65 static std::string specializeShader(Context& context, const char* code)
151 << glu::VertexSource(specializeShader(m_context, s_vtxFragTemplate))
152 << glu::FragmentSource(specializeShader(m_context, s_vtxFragTemplate))
153 << glu::GeometrySource(specializeShader(m_context, s_geometryTemplate1)));
168 << glu::VertexSource(specializeShader(m_context, s_vtxFragTemplate))
169 << glu::FragmentSource(specializeShader(m_context, s_vtxFragTemplate))
170 << glu::GeometrySource(specializeShader(m_context, s_geometryTemplate2)));
184 << glu::VertexSource(specializeShader(m_context, s_vtxFragTemplate))
185 << glu::FragmentSource(specializeShader(m_context, s_vtxFragTemplate))
186 << glu::GeometrySource(specializeShader(m_context, s_geometryTemplate3)))
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es31fShaderMultisampleInterpolationTests.cpp 51 static std::string specializeShader(const std::string& shaderSource, const glu::ContextType& contextType)
290 return specializeShader(buf.str(), m_context.getRenderContext().getType());
343 return specializeShader(buf.str(), m_context.getRenderContext().getType());
498 return specializeShader(buf.str(), m_context.getRenderContext().getType());
607 return specializeShader(buf.str(), m_context.getRenderContext().getType());
698 return specializeShader(buf.str(), m_context.getRenderContext().getType());
746 return specializeShader(buf.str(), m_context.getRenderContext().getType());
885 return specializeShader(buf.str(), m_context.getRenderContext().getType());
919 return specializeShader(buf.str(), m_context.getRenderContext().getType());
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es31fTessellationTests.cpp     [all...]
es31fTessellationGeometryInteractionTests.cpp 57 static std::string specializeShader (const std::string& shaderSource, const glu::ContextType& contextType)
113 return specializeShader(source, m_context.getRenderContext().getType());
126 return specializeShader(source, m_context.getRenderContext().getType());
367 return specializeShader(buf.str(), m_context.getRenderContext().getType());
405 return specializeShader(buf.str(), m_context.getRenderContext().getType());
433 return specializeShader(buf.str(), m_context.getRenderContext().getType());
674 return specializeShader(buf.str(), m_context.getRenderContext().getType());
705 return specializeShader(buf.str(), m_context.getRenderContext().getType());
760 return specializeShader(buf.str(), m_context.getRenderContext().getType());
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es31fGeometryShaderTests.cpp 118 static std::string specializeShader (const std::string& shaderSource, const glu::ContextType& contextType)
218 << sglr::pdec::VertexSource(specializeShader(s_commonShaderSourceVertex, contextType))
219 << sglr::pdec::FragmentSource(specializeShader(s_commonShaderSourceFragment, contextType))
293 return specializeShader(str.str(), contextType);
321 << sglr::pdec::VertexSource(specializeShader(s_commonShaderSourceVertex, contextType))
322 << sglr::pdec::FragmentSource(specializeShader(s_commonShaderSourceFragment, contextType))
428 return specializeShader(str.str(), contextType);
775 << sglr::pdec::VertexSource(specializeShader(vertexSource.str(), contextType))
776 << sglr::pdec::FragmentSource(specializeShader(fragmentSource.str(), contextType))
777 << sglr::pdec::GeometrySource(specializeShader(geometrySource.str(), contextType))
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es31fPrimitiveBoundingBoxTests.cpp 124 static std::string specializeShader(Context& context, const char* code)
682 sources << glu::VertexSource(specializeShader(m_context, genVertexSource().c_str()));
683 sources << glu::FragmentSource(specializeShader(m_context, genFragmentSource().c_str()));
686 sources << glu::TessellationControlSource(specializeShader(m_context, genTessellationControlSource().c_str()))
687 << glu::TessellationEvaluationSource(specializeShader(m_context, genTessellationEvaluationSource().c_str()));
689 sources << glu::GeometrySource(specializeShader(m_context, genGeometrySource().c_str()));
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es31fSynchronizationTests.cpp 115 static std::string specializeShader(Context& context, const char* code)
518 return specializeShader(m_context, buf.str().c_str());
860 return specializeShader(m_context, buf.str().c_str());
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es31fTextureMultisampleTests.cpp 126 std::string specializeShader (Context& context, const char* code)
356 << glu::VertexSource(specializeShader(m_context, vertexShaderSource))
357 << glu::FragmentSource(specializeShader(m_context, fragmentShaderSource)));
440 m_samplerProgram = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(specializeShader(m_context, vertexShaderSource)) << glu::FragmentSource(specializeShader(m_context, fragShaderSource)));
802 m_samplerProgram = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(specializeShader(m_context, vertexShaderSource)) << glu::FragmentSource(tcu::StringTemplate(fragShaderSource).specialize(args)));
832 m_alphaProgram = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(specializeShader(m_context, vertexShaderSource)) << glu::FragmentSource(specializeShader(m_context, fragShaderSource)));
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es31fShaderTextureSizeTests.cpp 55 static std::string specializeShader(Context& context, const char* code)
185 m_shader = new glu::ShaderProgram(m_context.getRenderContext(), glu::ProgramSources() << glu::VertexSource(specializeShader(m_context, s_positionVertexShaderSource)) << glu::FragmentSource(genFragmentSource()));
es31fTextureGatherTests.cpp 81 static std::string specializeShader(Context& context, const char* code)
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  /external/deqp/external/openglcts/modules/glesext/geometry_shader/
esextcGeometryShaderLinking.cpp 118 std::string specialized_fs_code = specializeShader(1, &dummy_fs_code);
120 std::string specialized_gs_code = specializeShader(1, &dummy_gs_code);
381 std::string specialized_fs_code = specializeShader(1, &dummy_fs_code);
384 std::string specialized_gs_code = specializeShader(1, &gs_code_raw);
385 std::string specialized_vs_code = specializeShader(1, &dummy_vs_code);
678 std::string specialized_vs_code = specializeShader(1, /* parts */
740 std::string specialized_fs_code = specializeShader(1, &dummy_fs_code);
744 std::string specialized_gs_code = specializeShader(1, &gs_code_raw);
982 std::string fs_code_specialized = specializeShader(1, &dummy_fs_code);
984 std::string gs_code_specialized = specializeShader(1, &gs_code_raw)
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esextcGeometryShaderQualifiers.cpp 167 std::string fs_code_specialized = TestCaseBase::specializeShader(1, /* parts */
170 std::string gs_code_specialized = TestCaseBase::specializeShader(1, /* parts */
173 std::string vs_code_specialized = TestCaseBase::specializeShader(1, /* parts */
esextcGeometryShaderAPI.cpp 272 std::string fs_specialized_code = specializeShader(1,
275 std::string gs_specialized_code = specializeShader(1,
278 std::string vs_specialized_code = specializeShader(1,
640 std::string specialized_dummy_fs = specializeShader(1,
643 std::string specialized_dummy_vs = specializeShader(1,
978 std::string dummy_fs_specialized = specializeShader(1,
981 std::string dummy_vs_specialized = specializeShader(1, &dummy_vs_code);
1036 std::string gs_code_specialized = specializeShader(1, /* parts */
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  /external/deqp/external/openglcts/modules/common/
glcShaderGroupVoteTests.cpp 316 m_shaders.push_back(new ComputeShader("availability", specializeShader(1, &shader)));
355 new ComputeShader("allInvocationsARB", specializeShader(1, &shaderBase), tcu::IVec4(255, 255, 255, 255)));
371 new ComputeShader("anyInvocationARB", specializeShader(1, &shaderBase), tcu::IVec4(0, 0, 0, 255)));
386 new ComputeShader("allInvocationsEqualARB", specializeShader(1, &shaderBase), tcu::IVec4(255, 255, 255, 255)));
391 new ComputeShader("allInvocationsEqualARB", specializeShader(1, &shaderBase), tcu::IVec4(255, 255, 255, 255)));
417 m_specializationMap["EXPRESSION"] = specializeShader(1, &expression1);
419 new ComputeShader("allInvocations", specializeShader(1, &shaderBase), tcu::IVec4(0, 0, 0, 255)));
422 m_specializationMap["EXPRESSION"] = specializeShader(1, &expression2);
424 new ComputeShader("anyInvocation", specializeShader(1, &shaderBase), tcu::IVec4(255, 255, 255, 255)));
427 m_specializationMap["EXPRESSION"] = specializeShader(1, &expression3)
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  /external/deqp/external/openglcts/modules/glesext/tessellation_shader/
esextcTessellationShaderWinding.cpp 116 glu::ProgramSources() << glu::VertexSource(specializeShader(1, &vs))
117 << glu::TessellationControlSource(specializeShader(1, &tcs))
118 << glu::TessellationEvaluationSource(specializeShader(1, &tes))
119 << glu::FragmentSource(specializeShader(1, &fs))));
esextcTessellationShaderErrors.cpp 320 std::string so_specialized_code = specializeShader(1, &so_unspecialized_code_ptr);
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  /external/deqp/external/openglcts/modules/glesext/texture_buffer/
esextcTextureBufferPrecision.cpp 221 std::string shader_code = specializeShader(parts_count, sh_code_parts);
  /external/deqp/external/openglcts/modules/glesext/
esextcTestCaseBase.cpp 337 std::string TestCaseBase::specializeShader(const unsigned int parts, const char* const* code) const
352 std::string specialized = specializeShader(shader_count, shader_string);
418 std::string sh_merged_string = specializeShader(sh_parts, sh_code);
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esextcTestCaseBase.hpp 161 std::string specializeShader(const unsigned int parts, const char* const* code) const;
  /external/deqp/external/openglcts/modules/gl/
gl4cShaderBallotTests.cpp 340 specializeShader(pipeline.getShaderPartsCount(shaderType), pipeline.getShaderParts(shaderType));
354 std::string shaderCompute = specializeShader(pipeline.getShaderPartsCount(glu::SHADERTYPE_COMPUTE),
gl4cGlSpirvTests.cpp     [all...]
  /external/deqp/external/openglcts/modules/glesext/draw_elements_base_vertex/
esextcDrawElementsBaseVertexTests.cpp     [all...]
  /external/deqp/modules/glshared/
glsTextureBufferCase.cpp 365 string specializeShader (const string& shaderTemplateString, glu::GLSLVersion glslVersion)
389 const string vertexShaderSource = specializeShader(vertexShaderTemplate, glslVersion);
390 const string fragmentShaderSource = specializeShader(fragmentShaderTemplate, glslVersion);
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  /external/deqp/framework/opengl/
gluShaderProgram.cpp 144 m_gl.specializeShader(m_shader, entryPoint, numSpecializationConstants, constantIndex, constantValue);
  /external/deqp/framework/opengl/wrapper/
glwFunctions.inl     [all...]

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