/external/deqp/framework/opengl/simplereference/ |
sglrContextUtil.hpp | 23 * \brief SGLR Context utilities. 29 namespace sglr namespace 34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 36 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 37 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 39 } //sglr
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sglrContextUtil.cpp | 21 * \brief SGLR Context utilities. 28 namespace sglr namespace 31 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) 44 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) 114 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) 159 } //sglr
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sglrReferenceUtils.hpp | 33 namespace sglr namespace 52 } // sglr
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/external/deqp/modules/gles2/functional/ |
es2fDepthTests.cpp | 49 class DepthShader : public sglr::ShaderProgram 54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); 60 const sglr::UniformSlot& u_color; 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 68 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 73 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n [all...] |
es2fFboRenderTest.cpp | 64 class FlatColorShader : public sglr::ShaderProgram 68 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 69 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 70 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 71 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 72 << sglr::pdec::VertexSource( 78 << sglr::pdec::FragmentSource( 87 void setColor (sglr::Context& gl, deUint32 program, const tcu::Vec4& color) 111 class SingleTex2DShader : public sglr::ShaderProgra [all...] |
es2fStencilTests.cpp | 58 class StencilShader : public sglr::ShaderProgram 62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 67 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 72 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n" 81 void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color [all...] |
es2fFboApiTest.cpp | 63 static void checkError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expect) 117 static void checkFboAttachmentParam (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum attachment, GLenum pname, GLint expectedValue) 136 static void notSupportedTest (tcu::TestContext& testCtx, sglr::Context& context) 143 static void textureLevelsTest (tcu::TestContext& testCtx, sglr::Context& context) 163 static void textureLevelsWithRenderToMipmapTest (tcu::TestContext& testCtx, sglr::Context& context) 183 static void validTex2DAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) 203 static void validTexCubeAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) 236 static void validRboAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) 257 static void attachToDefaultFramebufferTest (tcu::TestContext& testCtx, sglr::Context& context) 274 static void invalidTex2DAttachmentTest (tcu::TestContext& testCtx, sglr::Context& context [all...] |
es2fTextureSpecificationTests.cpp | 108 class GradientShader : public sglr::ShaderProgram 112 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 113 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 114 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) 115 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 116 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 117 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 125 << sglr::pdec::FragmentSource("varying mediump vec2 v_coord;\n" 165 class Tex2DShader : public sglr::ShaderProgram 169 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration( [all...] |
es2fTextureUnitTests.cpp | 172 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const GLenum* unitTypes) 174 sglr::pdec::ShaderProgramDeclaration decl; 176 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); 177 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); 178 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); 179 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); 186 decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D) : (glu::TYPE_SAMPLER_CUBE)); 187 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3); 190 decl << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 199 decl << sglr::pdec::FragmentSource(generateMultiTexFragmentShader(numUnits, unitTypes)) [all...] |
/external/deqp/modules/gles3/functional/ |
es3fDepthTests.cpp | 49 class DepthShader : public sglr::ShaderProgram 54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); 60 const sglr::UniformSlot& u_color; 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 68 << sglr::pdec::VertexSource("#version 300 es\n" 74 << sglr::pdec::FragmentSource("#version 300 es\n [all...] |
es3fFboTestUtil.hpp | 55 class FlatColorShader : public sglr::ShaderProgram 61 void setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color); 70 class GradientShader : public sglr::ShaderProgram 76 void setGradient (sglr::Context& context, deUint32 program, const tcu::Vec4& gradientMin, const tcu::Vec4& gradientMax); 85 class Texture2DShader : public sglr::ShaderProgram 95 void setUniforms (sglr::Context& context, deUint32 program) const; 115 class TextureCubeShader : public sglr::ShaderProgram 124 void setUniforms (sglr::Context& context, deUint32 program) const; 137 class Texture2DArrayShader : public sglr::ShaderProgram 146 void setUniforms (sglr::Context& context, deUint32 program) const [all...] |
es3fFboTestUtil.cpp | 78 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 81 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) 82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 83 << sglr::pdec::VertexSource( 90 << sglr::pdec::FragmentSource( 103 void FlatColorShader::setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color) 152 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 153 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT [all...] |
es3fFboApiTests.cpp | 24 * All gl calls are passed thru sglr::Context class. Reasons: 59 static void checkError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expect) 113 static void checkFboAttachmentParam (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum attachment, GLenum pname, GLint expectedValue) 132 static void textureLevelsTest (tcu::TestContext& testCtx, sglr::Context& context) 159 static void validTex2DAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) 179 static void validTexCubeAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) 212 static void validRboAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) 233 static void attachToDefaultFramebufferTest (tcu::TestContext& testCtx, sglr::Context& context) 250 static void invalidTex2DAttachmentTest (tcu::TestContext& testCtx, sglr::Context& context) 267 static void invalidTexCubeAttachmentTest (tcu::TestContext& testCtx, sglr::Context& context [all...] |
es3fStencilTests.cpp | 58 class StencilShader : public sglr::ShaderProgram 62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) 67 << sglr::pdec::VertexSource("#version 300 es\n" 73 << sglr::pdec::FragmentSource("#version 300 es\n" 84 void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color [all...] |
es3fFboStencilbufferTests.cpp | 112 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); 115 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f)); 124 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f)); 130 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); 209 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); 212 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f)); 221 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f)); 227 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
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es3fFboRenderTest.cpp | 140 Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 fbo = 0, deUint32 colorBuffer = 0, deUint32 depthStencilBuffer = 0); 156 sglr::Context& m_context; 191 static bool isExtensionSupported (sglr::Context& context, const char* name) 205 static bool isAnyExtensionSupported (sglr::Context& context, const std::vector<std::string>& requiredExts) 236 static void checkColorFormatSupport (sglr::Context& context, deUint32 sizedFormat) 249 Framebuffer::Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 fbo, deUint32 colorBufferName, deUint32 depthStencilBufferName) 375 static void createMetaballsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType, int width, int height) 387 static void createQuadsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType, int width, int height) 406 virtual void render (sglr::Context& fboContext, Surface& dst) = DE_NULL; 447 sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)) [all...] |
es3fTextureUnitTests.cpp | 248 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const vector<GLenum>& unitTypes, const vector<glu::DataType>& samplerTypes) 250 sglr::pdec::ShaderProgramDeclaration decl; 252 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); 253 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); 254 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); 255 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); 264 decl << sglr::pdec::Uniform(samplerName, samplerTypes[ndx]); 265 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT4); 266 decl << sglr::pdec::Uniform(scaleName, glu::TYPE_FLOAT_VEC4); 267 decl << sglr::pdec::Uniform(biasName, glu::TYPE_FLOAT_VEC4) [all...] |
/external/deqp/modules/glshared/ |
glsFragOpInteractionCase.hpp | 37 namespace sglr namespace 76 sglr::GLContext* m_glCtx;
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glsDrawTest.hpp | 29 namespace sglr namespace 36 } // sglr 261 sglr::ReferenceContextBuffers* m_refBuffers; 262 sglr::ReferenceContext* m_refContext; 263 sglr::Context* m_glesContext;
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glsRandomShaderProgram.hpp | 23 * \brief sglr-rsg adaptation. 41 class RandomShaderProgram : public sglr::ShaderProgram
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glsRandomShaderProgram.cpp | 21 * \brief sglr-rsg adaptation. 70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 72 decl << sglr::pdec::VertexSource(vertexShader.getSource()) 73 << sglr::pdec::FragmentSource(fragmentShader.getSource()); 78 decl << sglr::pdec::VertexAttribute(vertexInput->getVariable()->getName(), mapToGenericVecType(vertexInput->getVariable()->getType())); 84 decl << sglr::pdec::VertexToFragmentVarying(mapToGenericVecType(fragInput->getVariable()->getType())); 90 decl << sglr::pdec::Uniform(uniform->getVariable()->getName(), mapToBasicType(uniform->getVariable()->getType())); 93 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); 96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) 98 sglr::pdec::ShaderProgramDeclaration decl [all...] |
/external/deqp/modules/gles31/functional/ |
es31fFboTestUtil.hpp | 55 class Texture2DShader : public sglr::ShaderProgram 65 void setUniforms (sglr::Context& context, deUint32 program) const; 85 class TextureCubeArrayShader : public sglr::ShaderProgram 95 void setUniforms (sglr::Context& context, deUint32 program) const; 129 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value); 130 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias);
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es31fFboTestUtil.cpp | 116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType) 118 sglr::pdec::ShaderProgramDeclaration decl; 120 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); 121 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); 122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); 123 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)); 125 decl << sglr::pdec::VertexSource( 135 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType)); 137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); 138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4) [all...] |
es31fGeometryShaderTests.cpp | 183 class VertexExpanderShader : public sglr::ShaderProgram 198 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() 199 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) 200 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) 201 << sglr::pdec::VertexToGeometryVarying(rr::GENERICVECTYPE_FLOAT) 202 << sglr::pdec::GeometryToFragmentVarying(rr::GENERICVECTYPE_FLOAT) 203 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) 204 << sglr::pdec::VertexSource(s_commonShaderSourceVertex) 205 << sglr::pdec::FragmentSource(s_commonShaderSourceFragment [all...] |
es31fTextureSpecificationTests.cpp | 102 class TextureSpecCase : public TestCase, public sglr::ContextWrapper 114 virtual void verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext) = DE_NULL; 154 sglr::GLContext gles31Context (renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)); 155 sglr::ReferenceContextBuffers refBuffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, width, height); 156 sglr::ReferenceContext refContext (sglr::ReferenceContextLimits(renderCtx), refBuffers.getColorbuffer(), refBuffers.getDepthbuffer(), refBuffers.getStencilbuffer()); 161 setContext(ndx ? (sglr::Context*)&refContext : (sglr::Context*)&gles31Context) [all...] |