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    Searched refs:shaderID (Results 1 - 11 of 11) sorted by null

  /external/deqp/modules/gles2/functional/
es2fDepthTests.cpp 205 deUint32 shaderID = context.createProgram(&shader);
219 shader.setColor(context, shaderID, red);
220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
222 shader.setColor(context, shaderID, green);
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
227 shader.setColor(context, shaderID, red);
228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f));
230 shader.setColor(context, shaderID, green);
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f));
235 shader.setColor(context, shaderID, red)
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es2fFboRenderTest.cpp 704 deUint32 shaderID = context.createProgram(&shader);
706 shader.setUnit(context, shaderID, 0);
710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
950 deUint32 shaderID = context.createProgram(&shader);
960 shader.setUnit(context, shaderID, 0);
971 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
979 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
1005 deUint32 shaderID = context.createProgram(&shader);
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es2fTextureSpecificationTests.cpp 571 deUint32 shaderID = getCurrentContext()->createProgram(&m_tex2DShader);
573 m_tex2DShader.setUniforms(*getCurrentContext(), shaderID);
574 sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2.0f, -1.0f + h*2.0f, 0.0f));
598 deUint32 shaderID = getCurrentContext()->createProgram(shaders[face]);
600 shaders[face]->setUniforms(*getCurrentContext(), shaderID);
601 sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2.0f, -1.0f + h*2.0f, 0.0f));
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es2fTextureUnitTests.cpp 903 deUint32 shaderID = context.createProgram(m_shader);
909 m_shader->setUniforms(context, shaderID);
910 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
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  /external/deqp/modules/gles3/functional/
es3fDepthTests.cpp 208 deUint32 shaderID = context.createProgram(&shader);
222 shader.setColor(context, shaderID, red);
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
225 shader.setColor(context, shaderID, green);
226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f));
230 shader.setColor(context, shaderID, red);
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f));
233 shader.setColor(context, shaderID, green);
234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f));
238 shader.setColor(context, shaderID, red)
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es3fTextureSpecificationTests.cpp 300 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles;
303 shader.setUniforms(*ctx, shaderID);
304 renderTex(dst, shaderID, levelW, levelH);
391 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles;
394 shader.setUniforms(*ctx, shaderID);
395 renderTex(dst, shaderID, levelSize, levelSize);
491 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles;
494 shader.setUniforms(*ctx, shaderID);
495 renderTex(dst, shaderID, levelW, levelH);
592 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles
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es3fTextureUnitTests.cpp     [all...]
es3fFboRenderTest.cpp 824 deUint32 shaderID = context.createProgram(&shader);
826 shader.setUniforms(context, shaderID);
830 sglr::drawQuad(context, shaderID, Vec3(-0.9f, -0.9f, 0.0f), Vec3(0.9f, 0.9f, 0.0f));
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  /external/chromium_org/third_party/skia/src/gpu/gl/debug/
GrGLCreateDebugInterface.cpp 37 GrGLuint shaderID) {
43 GrShaderObj *shader = GR_FIND(shaderID,
496 GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteShader(GrGLuint shaderID) {
498 GrShaderObj *shader = GR_FIND(shaderID,
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  /external/skia/src/gpu/gl/debug/
GrGLCreateDebugInterface.cpp 37 GrGLuint shaderID) {
43 GrShaderObj *shader = GR_FIND(shaderID,
496 GrGLvoid GR_GL_FUNCTION_TYPE debugGLDeleteShader(GrGLuint shaderID) {
498 GrShaderObj *shader = GR_FIND(shaderID,
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  /external/deqp/modules/gles31/functional/
es31fTextureSpecificationTests.cpp 287 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles;
290 shader.setUniforms(*ctx, shaderID);
291 renderTex(dst, shaderID, levelSize, levelSize);
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