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Searched
refs:ShaderInput
(Results
1 - 17
of
17
) sorted by null
/external/deqp/framework/randomshaders/
rsgProgramGenerator.cpp
54
vector<
ShaderInput
*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator
63
const vector<
ShaderInput
*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator
70
const vector<
ShaderInput
*>& vertexUniforms = vertexShader.getUniforms();
71
const vector<
ShaderInput
*>& fragmentUniforms = fragmentShader.getUniforms();
72
vector<
ShaderInput
*> unifiedSamplers;
76
for (vector<
ShaderInput
*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++)
82
for (vector<
ShaderInput
*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++)
89
for (vector<
ShaderInput
*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++)
91
ShaderInput
* input = *i;
rsgShader.hpp
64
class
ShaderInput
67
ShaderInput
(const Variable* variable, ConstValueRangeAccess valueRange);
68
~
ShaderInput
(void) {}
109
std::vector<
ShaderInput
*>& getInputs (void) { return m_inputs; }
110
std::vector<
ShaderInput
*>& getUniforms (void) { return m_uniforms; }
113
const std::vector<
ShaderInput
*>& getInputs (void) const { return m_inputs; }
114
const std::vector<
ShaderInput
*>& getUniforms (void) const { return m_uniforms; }
123
std::vector<
ShaderInput
*> m_inputs;
124
std::vector<
ShaderInput
*> m_uniforms;
rsgShaderGenerator.hpp
42
void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<
ShaderInput
*>& outputs);
rsgUtils.hpp
38
void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const
ShaderInput
*>& uniforms);
39
void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const
ShaderInput
*>& uniforms);
rsgShaderGenerator.cpp
162
void fillUndefinedShaderInputs (vector<
ShaderInput
*>& inputs)
164
for (vector<
ShaderInput
*>::iterator i = inputs.begin(); i != inputs.end(); i++)
173
void ShaderGenerator::generate (const ShaderParameters& shaderParams, Shader& shader, const vector<
ShaderInput
*>& outputs)
194
for (vector<
ShaderInput
*>::const_iterator i = outputs.begin(); i != outputs.end(); i++)
196
const
ShaderInput
* input = *i;
282
vector<
ShaderInput
*>& inputs = shader.getInputs();
283
vector<
ShaderInput
*>& uniforms = shader.getUniforms();
292
inputs.push_back(new
ShaderInput
(variable, value->getValueRange()));
301
uniforms.push_back(new
ShaderInput
(variable, value->getValueRange()));
rsgUtils.cpp
36
void addNewUniforms (vector<const
ShaderInput
*>& uniforms, set<string>& addedUniforms, const Shader& shader)
38
const vector<
ShaderInput
*>& shaderUniforms = shader.getUniforms();
39
for (vector<
ShaderInput
*>::const_iterator i = shaderUniforms.begin(); i != shaderUniforms.end(); i++)
41
const
ShaderInput
* uniform = *i;
50
void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const
ShaderInput
*>& uniforms)
114
void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const
ShaderInput
*>& uniforms)
117
for (vector<const
ShaderInput
*>::const_iterator i = uniforms.begin(); i != uniforms.end(); i++)
119
const
ShaderInput
* uniform = *i;
rsgTest.cpp
60
std::vector<const rsg::
ShaderInput
*> uniforms;
rsgProgramExecutor.cpp
224
const vector<
ShaderInput
*>& inputs = vertexShader.getInputs();
238
for (vector<
ShaderInput
*>::const_iterator i = inputs.begin(); i != inputs.end(); i++)
240
const
ShaderInput
* input = *i;
285
const vector<
ShaderInput
*>& inputs = fragmentShader.getInputs();
314
for (vector<
ShaderInput
*>::const_iterator i = inputs.begin(); i != inputs.end(); i++)
316
const
ShaderInput
* input = *i;
rsgShader.cpp
58
ShaderInput
::
ShaderInput
(const Variable* variable, ConstValueRangeAccess valueRange)
/external/deqp/modules/glshared/
glsRandomShaderProgram.hpp
33
class
ShaderInput
;
44
RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::
ShaderInput
* const* unifiedUniforms);
55
const rsg::
ShaderInput
* const* m_unifiedUniforms;
glsFragOpInteractionCase.hpp
72
std::vector<const rsg::
ShaderInput
*> m_unifiedUniforms;
glsRandomShaderCase.hpp
47
VertexArray (const rsg::
ShaderInput
* input, int numVertices);
57
const rsg::
ShaderInput
* m_input;
glsRandomShaderProgram.cpp
70
static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::
ShaderInput
* const* unifiedUniforms)
75
for (vector<rsg::
ShaderInput
*>::const_iterator vtxInIter = vertexShader.getInputs().begin(); vtxInIter != vertexShader.getInputs().end(); ++vtxInIter)
77
const rsg::
ShaderInput
* vertexInput = *vtxInIter;
81
for (vector<rsg::
ShaderInput
*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter)
83
const rsg::
ShaderInput
* fragInput = *fragInIter;
89
const rsg::
ShaderInput
* uniform = unifiedUniforms[uniformNdx];
96
static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::
ShaderInput
* const* unifiedUniforms)
131
RandomShaderProgram::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::
ShaderInput
* const* unifiedUniforms)
145
for (vector<rsg::
ShaderInput
*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter)
147
const rsg::
ShaderInput
* fragInput = *fragInIter
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...]
glsRandomShaderCase.cpp
74
VertexArray::VertexArray (const rsg::
ShaderInput
* input, int numVertices)
140
std::vector<const rsg::
ShaderInput
*> unifiedUniforms;
146
const vector<rsg::
ShaderInput
*>& inputs = m_vertexShader.getInputs();
149
for (vector<rsg::
ShaderInput
*>::const_iterator i = inputs.begin(); i != inputs.end(); i++)
151
const rsg::
ShaderInput
* input = *i;
glsFragOpInteractionCase.cpp
79
static void computeVertexLayout (const vector<rsg::
ShaderInput
*>& attributes, int numVertices, vector<glu::VertexArrayBinding>* layout, int* stride)
85
for (vector<rsg::
ShaderInput
*>::const_iterator iter = attributes.begin(); iter != attributes.end(); ++iter)
87
const rsg::
ShaderInput
* attrib = *iter;
108
VertexDataStorage (const vector<rsg::
ShaderInput
*>& attributes, int numVertices);
124
VertexDataStorage::VertexDataStorage (const vector<rsg::
ShaderInput
*>& attributes, int numVertices)
365
static int findShaderInputIndex (const vector<rsg::
ShaderInput
*>& vars, const char* name)
494
const rsg::
ShaderInput
* shaderIn = m_vertexShader.getInputs()[attribNdx];
/external/deqp/modules/gles2/functional/
es2fShaderMatrixTests.cpp
110
struct
ShaderInput
112
ShaderInput
(InputType inputType_, DataType dataType_, Precision precision_)
588
ShaderEvalFunc getEvalFunc (const
ShaderInput
& in0, const
ShaderInput
& in1, MatrixOp op)
742
ShaderMatrixCase (Context& context, const char* name, const char* desc, const
ShaderInput
& in0, const
ShaderInput
& in1, MatrixOp op, bool isVertexCase);
752
ShaderInput
m_in0;
753
ShaderInput
m_in1;
757
ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const
ShaderInput
& in0, const
ShaderInput
& in1, MatrixOp op, bool isVertexCase
[
all
...]
/external/deqp/modules/gles3/functional/
es3fShaderMatrixTests.cpp
215
struct
ShaderInput
217
ShaderInput
(InputType inputType_, DataType dataType_, Precision precision_)
[
all
...]
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