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    Searched refs:SHADERTYPE_VERTEX (Results 1 - 25 of 65) sorted by null

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  /external/deqp/modules/gles3/stress/
es3sLongRunningShaderTests.cpp 125 const bool isVertCase = params.shaderType == glu::SHADERTYPE_VERTEX;
326 { "short_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
328 { "short_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
330 { "short_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, shortLoopMin, shortLoopMax },
333 { "medium_static_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_STATIC, numInvocations, mediumLoopMin, mediumLoopMax },
335 { "medium_uniform_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_UNIFORM, numInvocations, mediumLoopMin, mediumLoopMax },
338 { "medium_dynamic_for_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_FOR, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
340 { "medium_dynamic_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
342 { "medium_dynamic_do_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_DO_WHILE, ITERCOUNTTYPE_DYNAMIC, numInvocations, mediumLoopMin, mediumLoopMax },
345 { "long_static_while_vertex", "", glu::SHADERTYPE_VERTEX, LOOPTYPE_WHILE, ITERCOUNTTYPE_STATIC, numInvocations, longLoopMin, longLoopMax }
    [all...]
es3sLongShaderTests.cpp 84 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT);
86 if (shaderType == glu::SHADERTYPE_VERTEX)
214 DE_ASSERT(m_spec.shaderType == glu::SHADERTYPE_VERTEX || m_spec.shaderType == glu::SHADERTYPE_FRAGMENT);
274 return (m_spec.shaderType == glu::SHADERTYPE_VERTEX) ? "gl_Position" : "o_fragColor";
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 46 shaderTypes.push_back(glu::SHADERTYPE_VERTEX);
es3fShaderApiTests.cpp 96 case glu::SHADERTYPE_VERTEX:
241 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT);
245 const std::string outputName = (shaderType == glu::SHADERTYPE_VERTEX) ? "gl_Position" : "o_fragColor";
365 DE_ASSERT(vertShader.getType() == glu::SHADERTYPE_VERTEX && fragShader.getType() == glu::SHADERTYPE_FRAGMENT);
459 const char* vertSource = getSimpleShaderSource(glu::SHADERTYPE_VERTEX);
609 if (m_shaderType == glu::SHADERTYPE_VERTEX) out << " gl_Position = vec4(variable);\n";
695 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT);
716 if (m_shaderType == glu::SHADERTYPE_VERTEX) out << " gl_Position = vec4(variable);\n";
764 const glu::ShaderType supportShaderType = (m_shaderType == glu::SHADERTYPE_FRAGMENT ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT);
778 if (m_shaderType == glu::SHADERTYPE_VERTEX)
    [all...]
es3fShaderPackingFunctionTests.cpp 753 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_LOWP));
755 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_MEDIUMP));
757 addChild(new PackSnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_HIGHP));
760 addChild(new UnpackSnorm2x16Case(m_context, glu::SHADERTYPE_VERTEX));
763 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_LOWP));
765 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_MEDIUMP));
767 addChild(new PackUnorm2x16Case (m_context, glu::SHADERTYPE_VERTEX, glu::PRECISION_HIGHP));
770 addChild(new UnpackUnorm2x16Case(m_context, glu::SHADERTYPE_VERTEX));
773 addChild(new PackHalf2x16Case (m_context, glu::SHADERTYPE_VERTEX));
776 addChild(new UnpackHalf2x16Case (m_context, glu::SHADERTYPE_VERTEX));
    [all...]
es3fShaderIndexingTests.cpp 970 SHADERTYPE_VERTEX,
    [all...]
es3fShaderLoopTests.cpp     [all...]
  /external/deqp/modules/gles31/functional/
es31fBuiltinPrecisionTests.cpp 56 shaderTypes.push_back(glu::SHADERTYPE_VERTEX);
es31fLayoutBindingTests.cpp 72 SHADERTYPE_VERTEX = 0,
96 case SHADERTYPE_VERTEX:
137 case SHADERTYPE_VERTEX:
315 case SHADERTYPE_VERTEX:
357 if ( ((m_shaderType == SHADERTYPE_VERTEX) || (m_shaderType == SHADERTYPE_BOTH)) && (maxVertexUnits < m_numBindings) )
676 case SHADERTYPE_VERTEX:
723 if ( ((m_shaderType == SHADERTYPE_VERTEX) || (m_shaderType == SHADERTYPE_BOTH)) && (maxVertexUnits < m_numBindings) )
770 if (!(m_program->getShaderInfo(glu::SHADERTYPE_VERTEX)).compileOk || !(m_program->getShaderInfo(glu::SHADERTYPE_FRAGMENT)).compileOk)
    [all...]
es31fNegativeAtomicCounterTests.cpp 60 glu::SHADERTYPE_VERTEX,
es31fNegativePreciseTests.cpp 55 glu::SHADERTYPE_VERTEX,
es31fProgramInterfaceDefinition.cpp 49 glu::SHADERTYPE_VERTEX,
269 if (m_shaderType == glu::SHADERTYPE_VERTEX)
598 case glu::SHADERTYPE_VERTEX: vertexPresent = true; break;
es31fShaderStateQueryTests.cpp 386 case glu::SHADERTYPE_VERTEX:
473 { "info_log_vertex", glu::SHADERTYPE_VERTEX },
es31fProgramInterfaceQueryTests.cpp 168 if (mask & (1u << glu::SHADERTYPE_VERTEX))
169 return glu::SHADERTYPE_VERTEX;
201 if (mask & (1u << glu::SHADERTYPE_VERTEX))
202 return glu::SHADERTYPE_VERTEX;
    [all...]
  /external/deqp/modules/gles2/functional/
es2fShaderApiTests.cpp 79 case glu::SHADERTYPE_VERTEX:
196 DE_ASSERT(shaderType == glu::SHADERTYPE_VERTEX || shaderType == glu::SHADERTYPE_FRAGMENT);
200 const std::string outputName = (shaderType == glu::SHADERTYPE_VERTEX) ? "gl_Position" : "gl_FragColor";
311 DE_ASSERT(vertShader.getType() == glu::SHADERTYPE_VERTEX && fragShader.getType() == glu::SHADERTYPE_FRAGMENT);
405 const char* vertSource = getSimpleShaderSource(glu::SHADERTYPE_VERTEX);
552 if (m_shaderType == glu::SHADERTYPE_VERTEX) str += " gl_Position = vec4(variable);\n";
638 DE_ASSERT(m_shaderType == glu::SHADERTYPE_VERTEX || m_shaderType == glu::SHADERTYPE_FRAGMENT);
656 if (m_shaderType == glu::SHADERTYPE_VERTEX) str += " gl_Position = vec4(variable);\n";
704 const glu::ShaderType supportShaderType = (m_shaderType == glu::SHADERTYPE_FRAGMENT ? glu::SHADERTYPE_VERTEX : glu::SHADERTYPE_FRAGMENT);
718 if (m_shaderType == glu::SHADERTYPE_VERTEX)
    [all...]
es2fShaderIndexingTests.cpp 1005 SHADERTYPE_VERTEX,
    [all...]
  /external/deqp/external/vulkancts/modules/vulkan/dynamic_state/
vktDynamicStateVPTests.cpp 134 : ViewportStateBaseCase (context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
181 : ViewportStateBaseCase (context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
232 : DynamicStateBaseClass (context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
396 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/dynamic_state/VertexFetch.vert";
vktDynamicStateCBTests.cpp 47 : DynamicStateBaseClass (context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
176 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/dynamic_state/VertexFetch.vert";
vktDynamicStateGeneralTests.cpp 55 : DynamicStateBaseClass (context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
160 : DynamicStateBaseClass (context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
271 : DynamicStateBaseClass (context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
428 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/dynamic_state/VertexFetch.vert";
  /external/deqp/external/vulkancts/modules/vulkan/draw/
vktDrawIndexedTest.cpp 61 : DrawTestsBaseClass(context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
350 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetch.vert";
356 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetchInstancedFirstInstance.vert";
vktDrawSimpleTest.cpp 61 : DrawTestsBaseClass (context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
329 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetch.vert";
335 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetchInstancedFirstInstance.vert";
vktDrawIndirectTest.cpp 102 : DrawTestsBaseClass(context, shaders[glu::SHADERTYPE_VERTEX], shaders[glu::SHADERTYPE_FRAGMENT])
532 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetch.vert";
547 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetchInstanced.vert";
556 shaderPaths[glu::SHADERTYPE_VERTEX] = "vulkan/draw/VertexFetchInstancedFirstInstance.vert";
  /external/deqp/external/vulkancts/framework/vulkan/
vkPrograms.cpp 216 case VK_SHADER_STAGE_VERTEX_BIT: return glu::SHADERTYPE_VERTEX;
  /external/deqp/modules/glshared/
glsShaderLibraryCase.cpp 346 const string withExt = injectExtensionRequirements(baseSrc, extensions, SHADERTYPE_VERTEX);
589 specializeShaderSources(dst, src, specParams, SHADERTYPE_VERTEX, generateVertexSpecialization);
    [all...]
  /external/deqp/framework/opengl/
gluShaderProgram.hpp 271 VertexSource (const std::string& source_) : ShaderSource(glu::SHADERTYPE_VERTEX, source_) {}
332 sources.sources[SHADERTYPE_VERTEX].push_back(vertexSrc);

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