/external/deqp/modules/gles2/functional/ |
es2fDepthTests.cpp | 205 deUint32 shaderID = context.createProgram(&shader); 219 shader.setColor(context, shaderID, red); 220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 222 shader.setColor(context, shaderID, green); 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 227 shader.setColor(context, shaderID, red); 228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); 230 shader.setColor(context, shaderID, green); 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); 235 shader.setColor(context, shaderID, red) [all...] |
es2fFboRenderTest.cpp | 704 deUint32 shaderID = context.createProgram(&shader); 706 shader.setUnit(context, shaderID, 0); 710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 950 deUint32 shaderID = context.createProgram(&shader); 960 shader.setUnit(context, shaderID, 0); 971 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 979 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 1005 deUint32 shaderID = context.createProgram(&shader); [all...] |
es2fTextureSpecificationTests.cpp | 571 deUint32 shaderID = getCurrentContext()->createProgram(&m_tex2DShader); 573 m_tex2DShader.setUniforms(*getCurrentContext(), shaderID); 574 sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2.0f, -1.0f + h*2.0f, 0.0f)); 598 deUint32 shaderID = getCurrentContext()->createProgram(shaders[face]); 600 shaders[face]->setUniforms(*getCurrentContext(), shaderID); 601 sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2.0f, -1.0f + h*2.0f, 0.0f)); [all...] |
es2fTextureUnitTests.cpp | 903 deUint32 shaderID = context.createProgram(m_shader); 909 m_shader->setUniforms(context, shaderID); 910 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); [all...] |
/external/deqp/modules/gles3/functional/ |
es3fDepthTests.cpp | 208 deUint32 shaderID = context.createProgram(&shader); 222 shader.setColor(context, shaderID, red); 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 225 shader.setColor(context, shaderID, green); 226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 230 shader.setColor(context, shaderID, red); 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); 233 shader.setColor(context, shaderID, green); 234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); 238 shader.setColor(context, shaderID, red) [all...] |
es3fTextureSpecificationTests.cpp | 300 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; 303 shader.setUniforms(*ctx, shaderID); 304 renderTex(dst, shaderID, levelW, levelH); 391 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; 394 shader.setUniforms(*ctx, shaderID); 395 renderTex(dst, shaderID, levelSize, levelSize); 491 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; 494 shader.setUniforms(*ctx, shaderID); 495 renderTex(dst, shaderID, levelW, levelH); 592 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles [all...] |
es3fTextureUnitTests.cpp | [all...] |
es3fFboRenderTest.cpp | 824 deUint32 shaderID = context.createProgram(&shader); 826 shader.setUniforms(context, shaderID); 830 sglr::drawQuad(context, shaderID, Vec3(-0.9f, -0.9f, 0.0f), Vec3(0.9f, 0.9f, 0.0f)); [all...] |
/external/chromium_org/third_party/skia/src/gpu/gl/debug/ |
GrGLCreateDebugInterface.cpp | 37 GrGLuint shaderID) { 43 GrShaderObj *shader = GR_FIND(shaderID, 496 GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteShader(GrGLuint shaderID) { 498 GrShaderObj *shader = GR_FIND(shaderID, [all...] |
/external/deqp/modules/gles31/functional/ |
es31fTextureSpecificationTests.cpp | 287 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; 290 shader.setUniforms(*ctx, shaderID); 291 renderTex(dst, shaderID, levelSize, levelSize); [all...] |