/external/deqp/framework/referencerenderer/ |
rrShadingContext.hpp | 42 const GenericVec4* varyings[3]; //!< Vertex shader outputs. Pointer will be NULL if there is no such vertex. member in struct:rr::FragmentShadingContext 70 return context.varyings[0][varyingLoc].get<T>(); 76 return packet.barycentric[0][fragNdx] * context.varyings[0][varyingLoc].get<T>() 77 + packet.barycentric[1][fragNdx] * context.varyings[1][varyingLoc].get<T>(); 83 return packet.barycentric[0][fragNdx] * context.varyings[0][varyingLoc].get<T>() 84 + packet.barycentric[1][fragNdx] * context.varyings[1][varyingLoc].get<T>() 85 + packet.barycentric[2][fragNdx] * context.varyings[2][varyingLoc].get<T>(); 91 if (context.varyings[1] == DE_NULL) return readPointVarying<T> (packet, context, varyingLoc, fragNdx); 92 if (context.varyings[2] == DE_NULL) return readLineVarying<T> (packet, context, varyingLoc, fragNdx);
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/external/chromium_org/third_party/angle/src/compiler/translator/ |
Compiler.h | 75 const std::vector<sh::Varying> &getVaryings() const { return varyings; } 106 // Collect info for all attribs, uniforms, varyings. 113 // Insert statements to initialize varyings without static use in the beginning 114 // of main(). It is to work around a Mac driver where such varyings in a vertex 143 std::vector<sh::Varying> varyings; member in class:TCompiler
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OutputHLSL.cpp | 282 TString varyings; local 304 varyings += "static " + InterpolationString(type.getQualifier()) + " " + TypeString(type) + " " + 336 out << "// Varyings\n"; 337 out << varyings; local 487 "// Varyings\n"; 488 out << varyings; local [all...] |
/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/ |
ShaderD3D.cpp | 131 const std::vector<sh::Varying> *varyings = ShGetVaryings(compiler); local 132 ASSERT(varyings); 134 for (size_t varyingIndex = 0; varyingIndex < varyings->size(); varyingIndex++) 136 mVaryings.push_back(gl::PackedVarying((*varyings)[varyingIndex]));
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DynamicHLSL.cpp | 226 // Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111 245 // Do not assign registers to built-in or unreferenced varyings 311 const std::vector<gl::PackedVarying> &varyings = shader->getVaryings(); local 313 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++) 315 const PackedVarying &varying = varyings[varyingIndex]; 327 // For example, if there are N registers, and we have N vec3 varyings and 1 float varying, then D3D will pack them into N registers. 646 const std::vector<PackedVarying> &varyings = vertexShader->getVaryings(); local 648 for (unsigned int varyingIndex = 0; varyingIndex < varyings.size(); varyingIndex++) 650 const PackedVarying &varying = varyings[varyingIndex]; [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderStateQueryTests.cpp | 1960 StateQueryMemoryWriteGuard<GLint> varyings; local [all...] |