/external/deqp/modules/gles2/functional/ |
es2fShaderStructTests.cpp | 61 typedef void (*SetupUniformsFunc) (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords); 72 virtual void setupUniforms (int programID, const tcu::Vec4& constCoords); 144 void ShaderStructCase::setupUniforms (int programID, const tcu::Vec4& constCoords) 146 ShaderRenderCase::setupUniforms(programID, constCoords); 148 m_setupUniforms(m_renderCtx.getFunctions(), programID, constCoords); [all...] |
es2fShaderIndexingTests.cpp | 124 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); } 125 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0,1); } 126 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0,1,2); } 127 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; } 155 virtual void setupUniforms (int programID, const Vec4& constCoords); 198 void ShaderIndexingCase::setupUniforms (int programID, const Vec4& constCoords) 202 DE_UNREF(constCoords); 211 arr[0] = constCoords.x(); 212 arr[1] = constCoords.x() * 0.5f; 213 arr[2] = constCoords.x() * 0.25f [all...] |
es2fShaderDiscardTests.cpp | 67 void setupUniforms (int programID, const tcu::Vec4& constCoords);
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es2fShaderLoopTests.cpp | 221 virtual void setupUniforms (int programID, const Vec4& constCoords); 267 void ShaderLoopCase::setupUniforms (int programID, const Vec4& constCoords) 270 DE_UNREF(constCoords); [all...] |
es2fShaderMatrixTests.cpp | 749 void setupUniforms (int programID, const tcu::Vec4& constCoords); [all...] |
es2fShaderTextureFunctionTests.cpp | 235 void setupUniforms (int programID, const tcu::Vec4& constCoords);
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/external/deqp/modules/gles3/functional/ |
es3fShaderStructTests.cpp | 54 typedef void (*SetupUniformsFunc) (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords); 65 virtual void setupUniforms (int programID, const tcu::Vec4& constCoords); 111 void ShaderStructCase::setupUniforms (int programID, const tcu::Vec4& constCoords) 113 ShaderRenderCase::setupUniforms(programID, constCoords); 115 m_setupUniforms(m_renderCtx.getFunctions(), programID, constCoords); [all...] |
es3fShaderIndexingTests.cpp | 117 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); } 118 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0,1); } 119 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0,1,2); } 120 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; } 146 virtual void setupUniforms (int programID, const Vec4& constCoords); 168 void ShaderIndexingCase::setupUniforms (int programID, const Vec4& constCoords) 172 DE_UNREF(constCoords); 181 arr[0] = constCoords.x(); 182 arr[1] = constCoords.x() * 0.5f; 183 arr[2] = constCoords.x() * 0.25f [all...] |
es3fShaderLoopTests.cpp | 216 virtual void setupUniforms (int programID, const Vec4& constCoords); 235 void ShaderLoopCase::setupUniforms (int programID, const Vec4& constCoords) 238 DE_UNREF(constCoords); [all...] |
es3fShaderDiscardTests.cpp | 61 void setupUniforms (int programID, const tcu::Vec4& constCoords);
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es3fShaderMatrixTests.cpp | [all...] |
es3fShaderTextureFunctionTests.cpp | 514 void setupUniforms (int programID, const tcu::Vec4& constCoords); [all...] |
/external/deqp/modules/glshared/ |
glsShaderRenderCase.hpp | 156 tcu::Vec4 constCoords; 219 virtual void setupUniforms (int programID, const tcu::Vec4& constCoords);
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glsShaderRenderCase.cpp | 153 QuadGrid (int gridSize, int screenWidth, int screenHeight, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures); 193 QuadGrid::QuadGrid (int gridSize, int width, int height, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures) 197 , m_constCoords (constCoords) 280 : constCoords (quadGrid_.getConstCoords()) 451 // \todo [petri] Better handling of constCoords (render in multiple chunks, vary coords). 485 void ShaderRenderCase::setupUniforms (int programID, const Vec4& constCoords) 488 DE_UNREF(constCoords);
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