/external/deqp/modules/glshared/ |
glsLongStressTestUtil.cpp | 166 context.uniforms.push_back(gls::VarSpec("u_sampler", 0)); 167 context.uniforms.push_back(gls::VarSpec("u_posTrans", translationMat<4>(positionFactor-1.0f), translationMat<4>(1.0f-positionFactor))); 237 context.uniforms.push_back(gls::VarSpec("u_sampler" + de::toString(i), i)); 388 context.uniforms.push_back(gls::VarSpec("u_material${NS}.ambientColor", Vec3(0.0f), Vec3(1.0f))); 389 context.uniforms.push_back(gls::VarSpec("u_material${NS}.diffuseColor", Vec4(0.0f), Vec4(1.0f))); 390 context.uniforms.push_back(gls::VarSpec("u_material${NS}.emissiveColor", Vec3(0.0f), Vec3(1.0f))); 391 context.uniforms.push_back(gls::VarSpec("u_material${NS}.specularColor", Vec3(0.0f), Vec3(1.0f))); 392 context.uniforms.push_back(gls::VarSpec("u_material${NS}.shininess", 0.0f, 1.0f)); 394 context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].color", Vec3(0.0f), Vec3(1.0f))); 395 context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].position", Vec4(-1.0f), Vec4(1.0f))) [all...] |
glsUniformBlockCase.cpp | 273 std::vector<UniformLayoutEntry> uniforms; member in class:deqp::gls::ub::UniformLayout 283 for (int ndx = 0; ndx < (int)uniforms.size(); ndx++) 285 if (uniforms[ndx].name == name) 508 layout.uniforms.push_back(entry); 521 entry.name = curPrefix + "[0]"; // Array uniforms are always postfixed with [0] 531 layout.uniforms.push_back(entry); 545 entry.name = curPrefix + "[0]"; // Array uniforms are always postfixed with [0] 556 layout.uniforms.push_back(entry); 579 // \todo [2012-01-23 pyry] Uniforms in default block. 590 int firstUniformNdx = (int)layout.uniforms.size() [all...] |
/external/chromium_org/third_party/mesa/src/src/glsl/ |
link_uniforms.cpp | 40 * Assign locations for GLSL uniforms. 110 * Class to help calculate the storage requirements for a set of uniforms 112 * As uniforms are added to the active set the number of active uniforms and 113 * the storage requirements for those uniforms are accumulated. The active 114 * uniforms are added the the hash table supplied to the constructor. 135 * Total number of active uniforms counted 140 * Number of data values required to back the storage for the active uniforms 150 * Number of uniforms used in the current shader 186 * uniforms 369 struct gl_uniform_storage *uniforms; member in class:parcel_out_uniform_storage 594 struct gl_uniform_storage *uniforms = local [all...] |
/external/mesa3d/src/glsl/ |
link_uniforms.cpp | 40 * Assign locations for GLSL uniforms. 110 * Class to help calculate the storage requirements for a set of uniforms 112 * As uniforms are added to the active set the number of active uniforms and 113 * the storage requirements for those uniforms are accumulated. The active 114 * uniforms are added the the hash table supplied to the constructor. 135 * Total number of active uniforms counted 140 * Number of data values required to back the storage for the active uniforms 150 * Number of uniforms used in the current shader 186 * uniforms 369 struct gl_uniform_storage *uniforms; member in class:parcel_out_uniform_storage 594 struct gl_uniform_storage *uniforms = local [all...] |
/external/chromium_org/cc/output/ |
shader.cc | 28 const char** uniforms, 33 context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]); 160 static const char* uniforms[] = { local 163 int locations[arraysize(uniforms)]; 167 arraysize(uniforms), 168 uniforms, 193 static const char* uniforms[] = { local 198 int locations[arraysize(uniforms)]; 202 arraysize(uniforms), 203 uniforms, 233 static const char* uniforms[] = { local 265 static const char* uniforms[] = { local 321 static const char* uniforms[] = { local 378 static const char* uniforms[] = { local 435 static const char* uniforms[] = { local 495 static const char* uniforms[] = { local 539 static const char* uniforms[] = { local 598 static const char* uniforms[] = { local 636 static const char* uniforms[] = { local 661 static const char* uniforms[] = { local 687 static const char* uniforms[] = { local 773 static const char* uniforms[] = { local 886 static const char* uniforms[] = { local 929 static const char* uniforms[] = { local 1003 static const char* uniforms[] = { local 1056 static const char* uniforms[] = { local 1117 static const char* uniforms[] = { local 1187 static const char* uniforms[] = { local 1244 static const char* uniforms[] = { local 1309 static const char* uniforms[] = { local 1369 static const char* uniforms[] = { local 1426 static const char* uniforms[] = { local 1457 static const char* uniforms[] = { local 1495 static const char* uniforms[] = { local [all...] |
gl_renderer.cc | 1499 SolidColorProgramUniforms uniforms; local 1501 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms); local 1503 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms); local 1653 TileProgramUniforms uniforms; local 1657 &uniforms); local 1660 &uniforms); local 1666 &uniforms); local 1669 &uniforms); local 1675 &uniforms); local 1678 &uniforms); local [all...] |
/external/deqp/framework/randomshaders/ |
rsgTest.cpp | 59 // Uniforms 60 std::vector<const rsg::ShaderInput*> uniforms; local 63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms); 64 rsg::computeUniformValues(rnd, uniformValues, uniforms);
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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);
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rsgProgramExecutor.hpp | 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
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rsgUtils.cpp | 36 void addNewUniforms (vector<const ShaderInput*>& uniforms, set<string>& addedUniforms, const Shader& shader) 45 uniforms.push_back(uniform); 50 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms) 53 addNewUniforms(uniforms, addedUniforms, vertexShader); 54 addNewUniforms(uniforms, addedUniforms, fragmentShader); 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++)
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rsgShaderGenerator.cpp | 283 vector<ShaderInput*>& uniforms = shader.getUniforms(); local 300 uniforms.reserve(uniforms.size()+1); 301 uniforms.push_back(new ShaderInput(variable, value->getValueRange()));
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/external/deqp/modules/gles31/functional/ |
es31fShaderStateQueryTests.cpp | 121 int uniforms = 0; local 122 gl.getProgramiv(program.getProgram(), GL_ACTIVE_UNIFORMS, &uniforms); 124 if (uniforms != 1)
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/external/chromium_org/third_party/angle/src/compiler/translator/ |
UniformHLSL.cpp | 7 // Methods for GLSL to HLSL translation for uniforms and interface blocks. 122 TString uniforms; local 135 uniforms += "uniform " + SamplerString(type) + " sampler_" + DecorateUniform(name, type) + ArrayString(type) + 138 uniforms += "uniform " + TextureString(type) + " texture_" + DecorateUniform(name, type) + ArrayString(type) + 153 uniforms += "uniform " + typeName + " " + DecorateUniform(name, type) + ArrayString(type) + " : " + registerString + ";\n"; 157 return (uniforms.empty() ? "" : ("// Uniforms\n\n" + uniforms));
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VariableInfo.h | 17 // Traverses intermediate tree to collect all attributes, uniforms, varyings. 23 std::vector<Uniform> *uniforms,
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Compiler.h | 73 const std::vector<sh::Uniform> &getUniforms() const { return uniforms; } 106 // Collect info for all attribs, uniforms, varyings. 111 // Appendix A, section 7, the shader does not use too many uniforms. 141 std::vector<sh::Uniform> uniforms; member in class:TCompiler
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/external/chromium_org/gpu/command_buffer/service/ |
test_helper.h | 89 ::gfx::MockGLInterface* gl, UniformInfo* uniforms, size_t num_uniforms); 94 UniformInfo* uniforms, size_t num_uniforms, 99 UniformInfo* uniforms, size_t num_uniforms,
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/external/chromium_org/third_party/angle/src/libGLESv2/renderer/ |
ProgramImpl.h | 51 virtual void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms) = 0;
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/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/ |
brw_vec4.cpp | 398 /* Prior to this, uniforms have been in an array sized according to 399 * the number of vector uniforms present, sparsely filled (so an 420 for (int i = 0; i < this->uniforms; i++) { 428 bool uniform_used[this->uniforms]; 429 int new_loc[this->uniforms]; 430 int new_chan[this->uniforms]; 456 for (int src = 0; src < uniforms; src++) { 491 this->uniforms = new_uniform_count; 493 /* Now, update the instructions for our repacked uniforms. */ 614 int pull_constant_loc[this->uniforms]; [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_vec4.cpp | 398 /* Prior to this, uniforms have been in an array sized according to 399 * the number of vector uniforms present, sparsely filled (so an 420 for (int i = 0; i < this->uniforms; i++) { 428 bool uniform_used[this->uniforms]; 429 int new_loc[this->uniforms]; 430 int new_chan[this->uniforms]; 456 for (int src = 0; src < uniforms; src++) { 491 this->uniforms = new_uniform_count; 493 /* Now, update the instructions for our repacked uniforms. */ 614 int pull_constant_loc[this->uniforms]; [all...] |
/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/ |
ProgramD3D.h | 60 void initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms);
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ProgramD3D.cpp | 165 void ProgramD3D::initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms) 170 for (size_t uniformIndex = 0; uniformIndex < uniforms.size(); uniformIndex++) 172 const gl::LinkedUniform &uniform = *uniforms[uniformIndex];
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/nv50/ |
nv50_screen.c | 279 nouveau_bo_ref(NULL, &screen->uniforms); 435 PUSH_DATAh(push, screen->uniforms->offset + (0 << 16)); 436 PUSH_DATA (push, screen->uniforms->offset + (0 << 16)); 440 PUSH_DATAh(push, screen->uniforms->offset + (1 << 16)); 441 PUSH_DATA (push, screen->uniforms->offset + (1 << 16)); 445 PUSH_DATAh(push, screen->uniforms->offset + (2 << 16)); 446 PUSH_DATA (push, screen->uniforms->offset + (2 << 16)); 450 PUSH_DATAh(push, screen->uniforms->offset + (3 << 16)); 451 PUSH_DATA (push, screen->uniforms->offset + (3 << 16)); 468 PUSH_DATAh(push, screen->uniforms->offset + (3 << 16) + (1 << 9)) [all...] |
nv50_screen.h | 32 struct nouveau_bo *uniforms; member in struct:nv50_screen
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/external/mesa3d/src/gallium/drivers/nv50/ |
nv50_screen.c | 279 nouveau_bo_ref(NULL, &screen->uniforms); 435 PUSH_DATAh(push, screen->uniforms->offset + (0 << 16)); 436 PUSH_DATA (push, screen->uniforms->offset + (0 << 16)); 440 PUSH_DATAh(push, screen->uniforms->offset + (1 << 16)); 441 PUSH_DATA (push, screen->uniforms->offset + (1 << 16)); 445 PUSH_DATAh(push, screen->uniforms->offset + (2 << 16)); 446 PUSH_DATA (push, screen->uniforms->offset + (2 << 16)); 450 PUSH_DATAh(push, screen->uniforms->offset + (3 << 16)); 451 PUSH_DATA (push, screen->uniforms->offset + (3 << 16)); 468 PUSH_DATAh(push, screen->uniforms->offset + (3 << 16) + (1 << 9)) [all...] |
nv50_screen.h | 32 struct nouveau_bo *uniforms; member in struct:nv50_screen
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