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  /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;
  /external/deqp/modules/gles3/functional/
es3fBuiltinPrecisionTests.cpp 47 shaderTypes.push_back(glu::SHADERTYPE_FRAGMENT);
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"
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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);
es31fProgramInterfaceDefinition.cpp 51 glu::SHADERTYPE_FRAGMENT
279 else if (m_shaderType == glu::SHADERTYPE_FRAGMENT)
465 else if (m_shaders[ndx]->getType() == glu::SHADERTYPE_FRAGMENT)
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),
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);
gluShaderUtil.hpp 69 SHADERTYPE_FRAGMENT,
  /external/deqp/executor/tools/
xeExtractShaderPrograms.cpp 58 case xe::ri::Shader::SHADERTYPE_FRAGMENT: return "frag";
  /external/deqp/executor/
xeTestCaseResult.hpp 307 SHADERTYPE_FRAGMENT,
xeTestLogWriter.cpp 300 case ri::Shader::SHADERTYPE_FRAGMENT: tagName = "FragmentShader"; break;
xeTestResultParser.cpp 146 { 0xa93daef0, "FragmentShader", ri::Shader::SHADERTYPE_FRAGMENT },
  /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());
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