/external/deqp/modules/gles3/functional/ |
es3fFboTestUtil.cpp | 78 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 81 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) 82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 83 << sglr::pdec::VertexSource( 90 << sglr::pdec::FragmentSource( 152 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 153 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 154 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT [all...] |
es3fDepthTests.cpp | 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 68 << sglr::pdec::VertexSource("#version 300 es\n" 74 << sglr::pdec::FragmentSource("#version 300 es\n"
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es3fStencilTests.cpp | 62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 67 << sglr::pdec::VertexSource("#version 300 es\n" 73 << sglr::pdec::FragmentSource("#version 300 es\n"
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es3fTextureUnitTests.cpp | 248 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const vector<GLenum>& unitTypes, const vector<glu::DataType>& samplerTypes) 250 sglr::pdec::ShaderProgramDeclaration decl; 252 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); 253 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); 254 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); 255 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); 264 decl << sglr::pdec::Uniform(samplerName, samplerTypes[ndx]); 265 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT4); 266 decl << sglr::pdec::Uniform(scaleName, glu::TYPE_FLOAT_VEC4); 267 decl << sglr::pdec::Uniform(biasName, glu::TYPE_FLOAT_VEC4) [all...] |
es3fDrawTests.cpp | 588 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 589 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 590 << sglr::pdec::VertexAttribute("a_offset", rr::GENERICVECTYPE_FLOAT) 591 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) 592 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 593 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 594 << sglr::pdec::VertexSource("#version 300 es\n" 604 << sglr::pdec::FragmentSource( [all...] |
es3fPolygonOffsetTests.cpp | 216 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 217 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 218 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) 219 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 220 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 221 << sglr::pdec::VertexSource(s_shaderSourceVertex) 222 << sglr::pdec::FragmentSource(s_shaderSourceFragment)) [all...] |
es3fClippingTests.cpp | 410 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 411 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 412 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) 413 << sglr::pdec::VertexAttribute("a_pointSize", rr::GENERICVECTYPE_FLOAT) 414 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 415 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 416 << sglr::pdec::VertexSource(shaderSourceVertex) 417 << sglr::pdec::FragmentSource(shaderSourceFragment)) [all...] |
/external/deqp/framework/opengl/simplereference/ |
sglrShaderProgram.cpp | 28 namespace pdec namespace in namespace:sglr 39 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexAttribute& v) 45 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexToFragmentVarying& v) 51 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexToGeometryVarying& v) 57 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const GeometryToFragmentVarying& v) 63 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const FragmentOutput& v) 69 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const Uniform& v) 75 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexSource& c) 83 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const FragmentSource& c) 91 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const GeometrySource& c [all...] |
sglrShaderProgram.hpp | 48 namespace pdec namespace in namespace:sglr 189 } // pdec 229 ShaderProgram (const pdec::ShaderProgramDeclaration&);
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/external/deqp/modules/gles31/functional/ |
es31fFboTestUtil.cpp | 116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType) 118 sglr::pdec::ShaderProgramDeclaration decl; 120 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); 121 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); 122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); 123 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)); 125 decl << sglr::pdec::VertexSource( 135 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType)); 137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); 138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4) [all...] |
es31fGeometryShaderTests.cpp | 198 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 199 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 200 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) 201 << sglr::pdec::VertexToGeometryVarying(rr::GENERICVECTYPE_FLOAT) 202 << sglr::pdec::GeometryToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 203 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 204 << sglr::pdec::VertexSource(s_commonShaderSourceVertex) 205 << sglr::pdec::FragmentSource(s_commonShaderSourceFragment) 206 << sglr::pdec::GeometryShaderDeclaration(inputType, outputType, calcOutputVertices(inputType)) 207 << sglr::pdec::GeometrySource(genGeometrySource(inputType, outputType).c_str()) [all...] |
es31fDrawTests.cpp | 718 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 719 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 720 << sglr::pdec::VertexAttribute("a_offset", rr::GENERICVECTYPE_FLOAT) 721 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) 722 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 723 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 724 << sglr::pdec::VertexSource("#version 310 es\n" 734 << sglr::pdec::FragmentSource( [all...] |
/external/deqp/modules/glshared/ |
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) 72 decl << sglr::pdec::VertexSource(vertexShader.getSource()) 73 << sglr::pdec::FragmentSource(fragmentShader.getSource()); 78 decl << sglr::pdec::VertexAttribute(vertexInput->getVariable()->getName(), mapToGenericVecType(vertexInput->getVariable()->getType())); 84 decl << sglr::pdec::VertexToFragmentVarying(mapToGenericVecType(fragInput->getVariable()->getType())); 90 decl << sglr::pdec::Uniform(uniform->getVariable()->getName(), mapToBasicType(uniform->getVariable()->getType())); 93 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); 96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 98 sglr::pdec::ShaderProgramDeclaration decl;
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glsVertexArrayTests.cpp | 792 static sglr::pdec::ShaderProgramDeclaration createProgramDeclaration (const glu::RenderContext& ctx, const std::vector<ContextArray*>& arrays); 1155 sglr::pdec::ShaderProgramDeclaration ContextShaderProgram::createProgramDeclaration (const glu::RenderContext& ctx, const std::vector<ContextArray*>& arrays) 1157 sglr::pdec::ShaderProgramDeclaration decl; 1160 decl << sglr::pdec::VertexAttribute(std::string("a_") + de::toString(arrayNdx), mapOutputType(arrays[arrayNdx]->getOutputType())); 1162 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); 1163 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); 1165 decl << sglr::pdec::VertexSource(genVertexSource(ctx, arrays)); 1166 decl << sglr::pdec::FragmentSource(genFragmentSource(ctx)); 1168 decl << sglr::pdec::Uniform("u_coordScale", glu::TYPE_FLOAT); 1169 decl << sglr::pdec::Uniform("u_colorScale", glu::TYPE_FLOAT) [all...] |
glsDrawTest.cpp | [all...] |
/external/deqp/modules/gles2/functional/ |
es2fDepthTests.cpp | 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 68 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 73 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
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es2fStencilTests.cpp | 62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 67 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 72 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
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es2fFboRenderTest.cpp | 68 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 69 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 70 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 71 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 72 << sglr::pdec::VertexSource( 78 << sglr::pdec::FragmentSource( 115 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 116 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 117 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) 118 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT [all...] |
es2fTextureSpecificationTests.cpp | 112 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 113 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 114 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) 115 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 116 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 117 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 125 << sglr::pdec::FragmentSource("varying mediump vec2 v_coord;\n" 169 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 170 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 171 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT [all...] |
es2fTextureUnitTests.cpp | 172 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const GLenum* unitTypes) 174 sglr::pdec::ShaderProgramDeclaration decl; 176 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); 177 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); 178 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); 179 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); 186 decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D) : (glu::TYPE_SAMPLER_CUBE)); 187 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3); 190 decl << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 199 decl << sglr::pdec::FragmentSource(generateMultiTexFragmentShader(numUnits, unitTypes)) [all...] |
es2fPolygonOffsetTests.cpp | 213 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 214 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 215 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) 216 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 217 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 218 << sglr::pdec::VertexSource(s_shaderSourceVertex) 219 << sglr::pdec::FragmentSource(s_shaderSourceFragment)) [all...] |
es2fClippingTests.cpp | 407 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 408 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 409 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) 410 << sglr::pdec::VertexAttribute("a_pointSize", rr::GENERICVECTYPE_FLOAT) 411 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 412 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 413 << sglr::pdec::VertexSource(shaderSourceVertex) 414 << sglr::pdec::FragmentSource(shaderSourceFragment)) [all...] |
/external/chromium_org/third_party/yasm/source/patched-yasm/modules/objfmts/elf/tests/ |
elfmanysym.asm | 64 pdec: label
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/external/eclipse-basebuilder/basebuilder-3.6.2/org.eclipse.releng.basebuilder/plugins/ |
org.eclipse.pde.api.tools_1.0.202.v20100820_r361.jar | |
/external/eclipse-basebuilder/basebuilder-3.6.2/org.eclipse.releng.basebuilder/plugins/org.eclipse.jdt.debug_3.6.1.v20100715_r361/ |
jdimodel.jar | |