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    Searched refs:vertexOrFragmentGroup (Results 1 - 2 of 2) sorted by null

  /external/deqp/modules/gles2/performance/
es2pShaderControlStatementTests.cpp 854 ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", "");
855 ifElseGroup->addChild(vertexOrFragmentGroup);
888 vertexOrFragmentGroup->addChild(new ConditionalCase(m_context, caseName.c_str(), "",
896 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", true, isVertex));
900 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed", "", true, isVertex));
901 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed", "", false, isVertex));
904 vertexOrFragmentGroup->addChild(new EmptyWorkloadReferenceCase(m_context, "reference_empty", "", isVertex));
929 ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", "");
930 currentLoopGroup->addChild(vertexOrFragmentGroup);
943 vertexOrFragmentGroup->addChild(new LoopCase(m_context, (string(decisionName) + "_stable").c_str(), "", loopGroups[group (…)
    [all...]
  /external/deqp/modules/gles3/performance/
es3pShaderControlStatementTests.cpp 866 ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", "");
867 ifElseGroup->addChild(vertexOrFragmentGroup);
900 vertexOrFragmentGroup->addChild(new ConditionalCase(m_context, caseName.c_str(), "",
908 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", true, isVertex));
912 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed", "", true, isVertex));
913 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed", "", false, isVertex));
916 vertexOrFragmentGroup->addChild(new EmptyWorkloadReferenceCase(m_context, "reference_empty", "", isVertex));
941 ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", "");
942 currentLoopGroup->addChild(vertexOrFragmentGroup);
955 vertexOrFragmentGroup->addChild(new LoopCase(m_context, (string(decisionName) + "_stable").c_str(), "", loopGroups[group (…)
    [all...]

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