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    Searched refs:SHADERTYPE_VERTEX (Results 1 - 25 of 39) sorted by null

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  /external/deqp/modules/gles3/stress/
es3sLongRunningShaderTests.cpp 125 const bool isVertCase = params.shaderType == glu::SHADERTYPE_VERTEX;
326 { "short_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
328 { "short_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
330 { "short_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
333 { "medium_static_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_STATIC, numInvocations, mediumLoopMin, mediumLoopMax },
335 { "medium_uniform_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_UNIFORM, numInvocations, mediumLoopMin, mediumLoopMax },
338 { "medium_dynamic_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
340 { "medium_dynamic_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
342 { "medium_dynamic_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
345 { "long_static_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_STATIC, numInvocations, longLoopMin, longLoopMax }
    [all...]
es3sLongShaderTests.cpp 84 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT);
86 if (shaderType == glu::SHADERTYPE_VERTEX)
214 DE_ASSERT(m_spec.shaderType == glu::SHADERTYPE_VERTEX || m_spec.shaderType == glu::SHADERTYPE_FRAGMENT);
274 return (m_spec.shaderType == glu::SHADERTYPE_VERTEX) ? "gl_Position" : "o_fragColor";
374 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT);
389 const glu::ShaderType otherShader = (m_shaderType == glu::SHADERTYPE_VERTEX) ? glu::SHADERTYPE_FRAGMENT : glu::SHADERTYPE_VERTEX;
456 const glu::ShaderType shaderType = (shaderTypeInt == 0) ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT;
  /external/deqp/modules/gles3/functional/
es3fBuiltinPrecisionTests.cpp 46 shaderTypes.push_back(glu::SHADERTYPE_VERTEX);
es3fShaderApiTests.cpp 96 case glu::SHADERTYPE_VERTEX:
241 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT);
245 const std::string outputName = (shaderType == glu::SHADERTYPE_VERTEX) ? "gl_Position" : "o_fragColor";
365 DE_ASSERT(vertShader.getType() == glu::SHADERTYPE_VERTEX && fragShader.getType() == glu::SHADERTYPE_FRAGMENT);
459 const char* vertSource = getSimpleShaderSource(glu::SHADERTYPE_VERTEX);
609 if (m_shaderType == glu::SHADERTYPE_VERTEX) out << " gl_Position = vec4(variable);\n";
695 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT);
716 if (m_shaderType == glu::SHADERTYPE_VERTEX) out << " gl_Position = vec4(variable);\n";
764 const glu::ShaderType supportShaderType = (m_shaderType == glu::SHADERTYPE_FRAGMENT ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT);
778 if (m_shaderType == glu::SHADERTYPE_VERTEX)
    [all...]
es3fShaderPackingFunctionTests.cpp 753 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_LOWP));
755 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_MEDIUMP));
757 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_HIGHP));
760 addChild(new UnpackSnorm2x16Case(m_context, glu::SHADERTYPE_VERTEX));
763 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_LOWP));
765 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_MEDIUMP));
767 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_HIGHP));
770 addChild(new UnpackUnorm2x16Case(m_context, glu::SHADERTYPE_VERTEX));
773 addChild(new PackHalf2x16Case (m_context, glu::SHADERTYPE_VERTEX));
776 addChild(new UnpackHalf2x16Case (m_context, glu::SHADERTYPE_VERTEX));
    [all...]
es3fShaderIndexingTests.cpp 970 SHADERTYPE_VERTEX,
    [all...]
es3fShaderLoopTests.cpp     [all...]
  /external/deqp/modules/gles31/functional/
es31fBuiltinPrecisionTests.cpp 56 shaderTypes.push_back(glu::SHADERTYPE_VERTEX);
es31fProgramInterfaceDefinition.cpp 47 glu::SHADERTYPE_VERTEX,
267 if (m_shaderType == glu::SHADERTYPE_VERTEX)
463 if (m_shaders[ndx]->getType() == glu::SHADERTYPE_VERTEX)
es31fLayoutBindingTests.cpp 72 SHADERTYPE_VERTEX = 0,
96 case SHADERTYPE_VERTEX:
137 case SHADERTYPE_VERTEX:
313 case SHADERTYPE_VERTEX:
355 if ( ((m_shaderType == SHADERTYPE_VERTEX) || (m_shaderType == SHADERTYPE_BOTH)) && (maxVertexUnits < m_numBindings) )
667 case SHADERTYPE_VERTEX:
704 if ( ((m_shaderType == SHADERTYPE_VERTEX) || (m_shaderType == SHADERTYPE_BOTH)) && (maxVertexUnits < m_numBindings) )
749 if (!(m_program->getShaderInfo(glu::SHADERTYPE_VERTEX)).compileOk || !(m_program->getShaderInfo(glu::SHADERTYPE_FRAGMENT)).compileOk)
    [all...]
es31fProgramInterfaceQueryTests.cpp     [all...]
es31fProgramInterfaceDefinitionUtil.cpp 128 case glu::SHADERTYPE_VERTEX:
870 if (!traverseProgramVariablePath(path, program, name, VariableSearchFilter(glu::SHADERTYPE_VERTEX, glu::STORAGE_OUT)))
    [all...]
es31fProgramInterfaceQueryTestCase.cpp 842 const bool isVertexShader = m_filter.getShaderTypeFilter() == glu::SHADERTYPE_VERTEX;
    [all...]
es31fOpaqueTypeIndexingTests.cpp 903 if (m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT)
906 m_context.getRenderContext().getFunctions().getIntegerv(m_shaderType == glu::SHADERTYPE_VERTEX ? GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS
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es31fShaderBuiltinConstantTests.cpp 113 VS = (1<<glu::SHADERTYPE_VERTEX),
es31fSeparateShaderTests.cpp 1047 case glu::SHADERTYPE_VERTEX:
1124 vtxProg = createSingleShaderProgram(glu::SHADERTYPE_VERTEX, vtxSource);
1144 vtxProg = createSingleShaderProgram(glu::SHADERTYPE_VERTEX, newSource);
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  /external/deqp/modules/gles2/functional/
es2fShaderApiTests.cpp 79 case glu::SHADERTYPE_VERTEX:
196 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT);
200 const std::string outputName = (shaderType == glu::SHADERTYPE_VERTEX) ? "gl_Position" : "gl_FragColor";
311 DE_ASSERT(vertShader.getType() == glu::SHADERTYPE_VERTEX && fragShader.getType() == glu::SHADERTYPE_FRAGMENT);
405 const char* vertSource = getSimpleShaderSource(glu::SHADERTYPE_VERTEX);
552 if (m_shaderType == glu::SHADERTYPE_VERTEX) str += " gl_Position = vec4(variable);\n";
638 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT);
656 if (m_shaderType == glu::SHADERTYPE_VERTEX) str += " gl_Position = vec4(variable);\n";
704 const glu::ShaderType supportShaderType = (m_shaderType == glu::SHADERTYPE_FRAGMENT ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT);
718 if (m_shaderType == glu::SHADERTYPE_VERTEX)
    [all...]
es2fShaderIndexingTests.cpp 1005 SHADERTYPE_VERTEX,
    [all...]
es2fShaderLoopTests.cpp     [all...]
  /external/deqp/framework/opengl/
gluShaderProgram.hpp 254 VertexSource (const std::string& source_) : ShaderSource(glu::SHADERTYPE_VERTEX, source_) {}
315 sources.sources[SHADERTYPE_VERTEX].push_back(vertexSrc);
gluShaderUtil.hpp 68 SHADERTYPE_VERTEX = 0,
  /external/deqp/executor/tools/
xeExtractShaderPrograms.cpp 57 case xe::ri::Shader::SHADERTYPE_VERTEX: return "vert";
  /external/deqp/modules/glshared/
glsShaderLibraryCase.cpp 386 DE_ASSERT(((specification.programs[pipelineProgramNdx].activeStageBits & (1 << glu::SHADERTYPE_VERTEX)) == 0) || !specification.programs[pipelineProgramNdx].vertexSources.empty());
657 DE_STATIC_ASSERT(glu::SHADERTYPE_VERTEX == 0);
658 for (int stage = glu::SHADERTYPE_VERTEX; stage < glu::SHADERTYPE_LAST; ++stage)
674 if (m_programs[programNdx].spec.activeStageBits & (1 << glu::SHADERTYPE_VERTEX))
682 DE_STATIC_ASSERT(glu::SHADERTYPE_VERTEX == 0);
683 for (int stage = glu::SHADERTYPE_VERTEX; stage < glu::SHADERTYPE_LAST; ++stage)
697 for (int stage = glu::SHADERTYPE_VERTEX; stage < glu::SHADERTYPE_LAST; ++stage)
779 for (int stage = glu::SHADERTYPE_VERTEX; stage < glu::SHADERTYPE_LAST; ++stage)
    [all...]
glsLifetimeTests.cpp 70 using glu::SHADERTYPE_VERTEX;
509 SHADERTYPE_VERTEX, s_vertexShaderSrc);
847 SHADERTYPE_VERTEX, s_vertexShaderSrc);
    [all...]
  /external/deqp/executor/
xeTestCaseResult.hpp 306 SHADERTYPE_VERTEX = 0,

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