/frameworks/native/services/surfaceflinger/RenderEngine/ |
Program.h | 55 void setUniforms(const Description& desc);
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Program.cpp | 126 void Program::setUniforms(const Description& desc) {
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ProgramCache.cpp | 246 program->setUniforms(description);
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/external/deqp/modules/gles3/functional/ |
es3fFboTestUtil.hpp | 95 void setUniforms (sglr::Context& context, deUint32 program) const; 124 void setUniforms (sglr::Context& context, deUint32 program) const; 146 void setUniforms (sglr::Context& context, deUint32 program) const; 168 void setUniforms (sglr::Context& context, deUint32 program) const; 187 void setUniforms (sglr::Context& context, deUint32 program, const float gradientMin, const float gradientMax, const tcu::Vec4& color);
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es3fFboDepthbufferTests.cpp | 80 texShader.setUniforms (*getCurrentContext(), texShaderID); 203 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); 209 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 1.0f, 1.0f, red); 214 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 0.0f, 0.0f, red); 289 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); 294 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -0.5f, 3.0f, yellow);
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es3fFboColorbufferTests.cpp | 241 texToFbo0Shader.setUniforms(*getCurrentContext(), texToFbo0ShaderID); 242 texToFbo1Shader.setUniforms(*getCurrentContext(), texToFbo1ShaderID); 243 multiTexShader.setUniforms (*getCurrentContext(), multiTexShaderID); 371 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); 458 cubeTexShader.setUniforms(*getCurrentContext(), cubeTexShaderID); 500 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); 584 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID); 626 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); 708 tdTexShader.setUniforms(*getCurrentContext(), tdTexShaderID); 755 texShader.setUniforms (*getCurrentContext(), texShaderID) [all...] |
es3fFboRenderTest.cpp | 578 texToFboShader.setUniforms(context, texToFboShaderID); 584 texToFboShader.setUniforms(context, texToFboShaderID); 595 texFromFboShader.setUniforms(context, texFromFboShaderID); 682 texShader.setUniforms(context, texShaderID); 722 texShader.setUniforms(context, texShaderID); 826 shader.setUniforms(context, shaderID); 907 texShader.setUniforms(context, texShaderID); [all...] |
es3fFboTestUtil.cpp | 341 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const 500 void TextureCubeShader::setUniforms (sglr::Context& gl, deUint32 program) const 611 void Texture2DArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const 719 void Texture3DShader::setUniforms (sglr::Context& gl, deUint32 program) const 818 void DepthGradientShader::setUniforms (sglr::Context& ctx, deUint32 program, const float gradientMin, const float gradientMax, const tcu::Vec4& color) [all...] |
es3fShaderStructTests.cpp | [all...] |
es3fFboInvalidateTests.cpp | 288 texShader.setUniforms(*getCurrentContext(), texShaderID); 380 texShader.setUniforms (*getCurrentContext(), texShaderID); 644 texShader.setUniforms(*getCurrentContext(), texShaderID); 655 texShader.setUniforms(*getCurrentContext(), texShaderID); [all...] |
es3fFramebufferBlitTests.cpp | 85 texShader.setUniforms(*getCurrentContext(), texShaderID); 499 texShader.setUniforms(*getCurrentContext(), texShaderID); 643 texShader.setUniforms(*getCurrentContext(), texShaderID); 819 texShader.setUniforms(*getCurrentContext(), texShaderID); [all...] |
es3fTextureUnitTests.cpp | 341 void setUniforms (sglr::Context& context, deUint32 program) const; 543 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const [all...] |
es3fTextureSpecificationTests.cpp | 315 shader.setUniforms(*ctx, shaderID); 406 shader.setUniforms(*ctx, shaderID); 506 shader.setUniforms(*ctx, shaderID); 607 shader.setUniforms(*ctx, shaderID); [all...] |
/external/deqp/modules/gles31/functional/ |
es31fFboTestUtil.hpp | 65 void setUniforms (sglr::Context& context, deUint32 program) const; 95 void setUniforms (sglr::Context& context, deUint32 program) const;
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es31fFboColorbufferTests.cpp | 147 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); 244 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID);
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es31fFboTestUtil.cpp | 184 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const 353 void TextureCubeArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const
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es31fTextureSpecificationTests.cpp | 290 shader.setUniforms(*ctx, shaderID); [all...] |
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
vktShaderRenderSwitchTests.cpp | 44 static void setUniforms(ShaderRenderCaseInstance& instance, const tcu::Vec4&) 171 type == SWITCHTYPE_UNIFORM ? setUniforms : DE_NULL));
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vktShaderRenderStructTests.cpp | 150 struct SetUniforms_##NAME { static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4&) SET_UNIFORMS_BODY }; \ 152 addChild(createStructCase(m_testCtx, #NAME "_vertex", DESCRIPTION, true, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ 153 addChild(createStructCase(m_testCtx, #NAME "_fragment", DESCRIPTION, false, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ [all...] |
/external/deqp/external/vulkancts/modules/vulkan/shaderexecutor/ |
vktShaderExecutor.hpp | 111 void setUniforms (const UniformSetup* uniformSetup)
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vktOpaqueTypeIndexingTests.cpp | 559 m_executor.setUniforms(m_uniformSetup); 891 m_executor.setUniforms(m_uniformSetup); [all...] |
/external/deqp/modules/gles2/functional/ |
es2fShaderStructTests.cpp | [all...] |
es2fTextureUnitTests.cpp | 245 void setUniforms (sglr::Context& context, deUint32 program) const; 396 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const 909 m_shader->setUniforms(context, shaderID); [all...] |
es2fTextureSpecificationTests.cpp | 191 void setUniforms (sglr::Context& ctx, deUint32 program) const 273 void setUniforms (sglr::Context& ctx, deUint32 program) const 572 m_tex2DShader.setUniforms(*getCurrentContext(), shaderID); 599 shaders[face]->setUniforms(*getCurrentContext(), shaderID); [all...] |