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    Searched defs:varyings (Results 1 - 6 of 6) sorted by null

  /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);
  /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
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
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  /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]));
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];
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  /external/deqp/modules/gles3/functional/
es3fShaderStateQueryTests.cpp 1960 StateQueryMemoryWriteGuard<GLint> varyings; local
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