/external/deqp/modules/gles3/stress/ |
es3sLongRunningShaderTests.cpp | 327 { "short_for_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax }, 329 { "short_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax }, 331 { "short_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax }, 334 { "medium_static_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_WHILE, ITERCOUNTTYPE_STATIC, numInvocations, mediumLoopMin, mediumLoopMax }, 336 { "medium_uniform_for_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_FOR, ITERCOUNTTYPE_UNIFORM, numInvocations, mediumLoopMin, mediumLoopMax }, 339 { "medium_dynamic_for_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax }, 341 { "medium_dynamic_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax }, 343 { "medium_dynamic_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax }, 346 { "long_static_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_STATIC, numInvocations, longLoopMin, longLoopMax }, 348 { "long_uniform_do_while_fragment", "", glu::SHADERTYPE_FRAGMENT, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_UNIFORM, numInvocations, longLoopMin, longLoopMax } [all...] |
es3sLongShaderTests.cpp | 84 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT); 214 DE_ASSERT(m_spec.shaderType == glu::SHADERTYPE_VERTEX || m_spec.shaderType == glu::SHADERTYPE_FRAGMENT); 233 if (m_spec.shaderType == glu::SHADERTYPE_FRAGMENT) 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;
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/external/deqp/modules/gles3/functional/ |
es3fBuiltinPrecisionTests.cpp | 47 shaderTypes.push_back(glu::SHADERTYPE_FRAGMENT);
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es3fShaderApiTests.cpp | 98 case glu::SHADERTYPE_FRAGMENT: 241 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT); 251 if (shaderType == glu::SHADERTYPE_FRAGMENT) 365 DE_ASSERT(vertShader.getType() == glu::SHADERTYPE_VERTEX && fragShader.getType() == glu::SHADERTYPE_FRAGMENT); 460 const char* fragSource = getSimpleShaderSource(glu::SHADERTYPE_FRAGMENT); 602 if (m_shaderType == glu::SHADERTYPE_FRAGMENT) 610 else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) out << " o_fragColor = vec4(variable);\n"; 695 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT); 709 if (m_shaderType == glu::SHADERTYPE_FRAGMENT) 717 else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) out << " o_fragColor = vec4(variable);\n" [all...] |
es3fShaderPackingFunctionTests.cpp | 754 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_FRAGMENT, glu::PRECISION_LOWP)); 756 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_FRAGMENT, glu::PRECISION_MEDIUMP)); 758 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_FRAGMENT, glu::PRECISION_HIGHP)); 761 addChild(new UnpackSnorm2x16Case(m_context, glu::SHADERTYPE_FRAGMENT)); 764 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_FRAGMENT, glu::PRECISION_LOWP)); 766 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_FRAGMENT, glu::PRECISION_MEDIUMP)); 768 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_FRAGMENT, glu::PRECISION_HIGHP)); 771 addChild(new UnpackUnorm2x16Case(m_context, glu::SHADERTYPE_FRAGMENT)); 774 addChild(new PackHalf2x16Case (m_context, glu::SHADERTYPE_FRAGMENT)); 777 addChild(new UnpackHalf2x16Case (m_context, glu::SHADERTYPE_FRAGMENT)); [all...] |
es3fShaderLoopTests.cpp | [all...] |
/external/deqp/modules/gles31/functional/ |
es31fBuiltinPrecisionTests.cpp | 57 shaderTypes.push_back(glu::SHADERTYPE_FRAGMENT);
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es31fProgramInterfaceDefinition.cpp | 51 glu::SHADERTYPE_FRAGMENT 279 else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) 465 else if (m_shaders[ndx]->getType() == glu::SHADERTYPE_FRAGMENT)
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es31fLayoutBindingTests.cpp | 73 SHADERTYPE_FRAGMENT, 116 case SHADERTYPE_FRAGMENT: 140 case SHADERTYPE_FRAGMENT: 317 case SHADERTYPE_FRAGMENT: 357 if ( ((m_shaderType == SHADERTYPE_FRAGMENT) || (m_shaderType == SHADERTYPE_BOTH)) && (maxFragmentUnits < m_numBindings) ) 671 case SHADERTYPE_FRAGMENT: 716 if ( ((m_shaderType == SHADERTYPE_FRAGMENT) || (m_shaderType == SHADERTYPE_BOTH)) && (maxFragmentUnits < m_numBindings) ) 761 if (!(m_program->getShaderInfo(glu::SHADERTYPE_VERTEX)).compileOk || !(m_program->getShaderInfo(glu::SHADERTYPE_FRAGMENT)).compileOk) [all...] |
es31fProgramInterfaceQueryTests.cpp | [all...] |
es31fProgramInterfaceDefinitionUtil.cpp | 131 case glu::SHADERTYPE_FRAGMENT: 898 DE_ASSERT(shader->getType() == glu::SHADERTYPE_FRAGMENT); [all...] |
es31fProgramInterfaceQueryTestCase.cpp | 843 const bool isFragmentShader = m_filter.getShaderTypeFilter() == glu::SHADERTYPE_FRAGMENT; [all...] |
es31fShaderBuiltinConstantTests.cpp | 117 FS = (1<<glu::SHADERTYPE_FRAGMENT),
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es31fSeparateShaderTests.cpp | 1149 case glu::SHADERTYPE_FRAGMENT: [all...] |
es31fOpaqueTypeIndexingTests.cpp | 903 if (m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT) [all...] |
/external/deqp/modules/gles2/functional/ |
es2fShaderApiTests.cpp | 81 case glu::SHADERTYPE_FRAGMENT: 196 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT); 311 DE_ASSERT(vertShader.getType() == glu::SHADERTYPE_VERTEX && fragShader.getType() == glu::SHADERTYPE_FRAGMENT); 406 const char* fragSource = getSimpleShaderSource(glu::SHADERTYPE_FRAGMENT); 553 else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) str += " gl_FragColor = vec4(variable);\n"; 638 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT); 657 else if (m_shaderType == glu::SHADERTYPE_FRAGMENT) str += " gl_FragColor = vec4(variable);\n"; 704 const glu::ShaderType supportShaderType = (m_shaderType == glu::SHADERTYPE_FRAGMENT ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT); 780 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT); [all...] |
es2fShaderIndexingTests.cpp | 1006 SHADERTYPE_FRAGMENT [all...] |
/external/deqp/framework/opengl/ |
gluShaderProgram.hpp | 259 FragmentSource (const std::string& source_) : ShaderSource(glu::SHADERTYPE_FRAGMENT, source_) {} 316 sources.sources[SHADERTYPE_FRAGMENT].push_back(fragmentSrc);
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gluShaderUtil.hpp | 69 SHADERTYPE_FRAGMENT,
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/external/deqp/executor/tools/ |
xeExtractShaderPrograms.cpp | 58 case xe::ri::Shader::SHADERTYPE_FRAGMENT: return "frag";
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/external/deqp/executor/ |
xeTestCaseResult.hpp | 307 SHADERTYPE_FRAGMENT,
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xeTestLogWriter.cpp | 300 case ri::Shader::SHADERTYPE_FRAGMENT: tagName = "FragmentShader"; break;
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xeTestResultParser.cpp | 146 { 0xa93daef0, "FragmentShader", ri::Shader::SHADERTYPE_FRAGMENT },
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/external/deqp/modules/glshared/ |
glsLifetimeTests.cpp | 71 using glu::SHADERTYPE_FRAGMENT; 849 SHADERTYPE_FRAGMENT, s_fragmentShaderSrc); [all...] |
glsShaderLibraryCase.cpp | 387 DE_ASSERT(((specification.programs[pipelineProgramNdx].activeStageBits & (1 << glu::SHADERTYPE_FRAGMENT)) == 0) || !specification.programs[pipelineProgramNdx].fragmentSources.empty()); [all...] |