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  /external/deqp/modules/glshared/
glsLongStressTestUtil.cpp 166 context.uniforms.push_back(gls::VarSpec("u_sampler", 0));
167 context.uniforms.push_back(gls::VarSpec("u_posTrans", translationMat<4>(positionFactor-1.0f), translationMat<4>(1.0f-positionFactor)));
237 context.uniforms.push_back(gls::VarSpec("u_sampler" + de::toString(i), i));
388 context.uniforms.push_back(gls::VarSpec("u_material${NS}.ambientColor", Vec3(0.0f), Vec3(1.0f)));
389 context.uniforms.push_back(gls::VarSpec("u_material${NS}.diffuseColor", Vec4(0.0f), Vec4(1.0f)));
390 context.uniforms.push_back(gls::VarSpec("u_material${NS}.emissiveColor", Vec3(0.0f), Vec3(1.0f)));
391 context.uniforms.push_back(gls::VarSpec("u_material${NS}.specularColor", Vec3(0.0f), Vec3(1.0f)));
392 context.uniforms.push_back(gls::VarSpec("u_material${NS}.shininess", 0.0f, 1.0f));
394 context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].color", Vec3(0.0f), Vec3(1.0f)));
395 context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].position", Vec4(-1.0f), Vec4(1.0f)))
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glsUniformBlockCase.cpp 273 std::vector<UniformLayoutEntry> uniforms; member in class:deqp::gls::ub::UniformLayout
283 for (int ndx = 0; ndx < (int)uniforms.size(); ndx++)
285 if (uniforms[ndx].name == name)
508 layout.uniforms.push_back(entry);
521 entry.name = curPrefix + "[0]"; // Array uniforms are always postfixed with [0]
531 layout.uniforms.push_back(entry);
545 entry.name = curPrefix + "[0]"; // Array uniforms are always postfixed with [0]
556 layout.uniforms.push_back(entry);
579 // \todo [2012-01-23 pyry] Uniforms in default block.
590 int firstUniformNdx = (int)layout.uniforms.size()
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  /external/mesa3d/src/glsl/
link_uniforms.cpp 40 * Assign locations for GLSL uniforms.
110 * Class to help calculate the storage requirements for a set of uniforms
112 * As uniforms are added to the active set the number of active uniforms and
113 * the storage requirements for those uniforms are accumulated. The active
114 * uniforms are added the the hash table supplied to the constructor.
135 * Total number of active uniforms counted
140 * Number of data values required to back the storage for the active uniforms
150 * Number of uniforms used in the current shader
186 * uniforms
369 struct gl_uniform_storage *uniforms; member in class:parcel_out_uniform_storage
594 struct gl_uniform_storage *uniforms = local
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  /external/deqp/framework/randomshaders/
rsgTest.cpp 59 // Uniforms
60 std::vector<const rsg::ShaderInput*> uniforms; local
63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms);
64 rsg::computeUniformValues(rnd, uniformValues, uniforms);
rsgUtils.hpp 38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
39 void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms);
rsgProgramExecutor.hpp 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
rsgUtils.cpp 36 void addNewUniforms (vector<const ShaderInput*>& uniforms, set<string>& addedUniforms, const Shader& shader)
45 uniforms.push_back(uniform);
50 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms)
53 addNewUniforms(uniforms, addedUniforms, vertexShader);
54 addNewUniforms(uniforms, addedUniforms, fragmentShader);
114 void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms)
117 for (vector<const ShaderInput*>::const_iterator i = uniforms.begin(); i != uniforms.end(); i++)
rsgShaderGenerator.cpp 283 vector<ShaderInput*>& uniforms = shader.getUniforms(); local
300 uniforms.reserve(uniforms.size()+1);
301 uniforms.push_back(new ShaderInput(variable, value->getValueRange()));
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_vec4.cpp 398 /* Prior to this, uniforms have been in an array sized according to
399 * the number of vector uniforms present, sparsely filled (so an
420 for (int i = 0; i < this->uniforms; i++) {
428 bool uniform_used[this->uniforms];
429 int new_loc[this->uniforms];
430 int new_chan[this->uniforms];
456 for (int src = 0; src < uniforms; src++) {
491 this->uniforms = new_uniform_count;
493 /* Now, update the instructions for our repacked uniforms. */
614 int pull_constant_loc[this->uniforms];
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brw_vec4_visitor.cpp 394 /* Samplers take up one slot in UNIFORMS[], but they're baked in
455 /* Our support for uniforms is piggy-backed on the struct
482 c->prog_data.param[this->uniforms * 4 + i] = &values[i];
489 c->prog_data.param[this->uniforms * 4 + i] = &zero;
493 * uniforms.
495 this->uniform_vector_size[this->uniforms] = type->vector_elements;
496 this->uniforms++;
543 this->uniform_vector_size[this->uniforms] = 4;
544 this->userplane[compacted_clipplane_index] = dst_reg(UNIFORM, this->uniforms);
547 c->prog_data.param[this->uniforms * 4 + j] = &clip_planes[i][j]
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brw_vec4_emit.cpp 115 if (intel->gen < 6 && this->uniforms == 0) {
116 this->uniform_vector_size[this->uniforms] = 1;
119 unsigned int slot = this->uniforms * 4 + i;
124 this->uniforms++;
127 reg += ALIGN(uniforms, 2) / 2;
130 c->prog_data.nr_params = this->uniforms * 4;
  /external/skia/src/gpu/gl/
GrGLProgram.cpp 32 const UniformInfoArray& uniforms,
45 , fProgramDataManager(gpu, programID, uniforms, pathProcVaryings) {
47 // Assign texture units to sampler uniforms one time up front.
85 // we set the textures, and uniforms for installed processors in a generic way, but subclasses
GrGLProgramDataManager.cpp 18 const UniformInfoArray& uniforms,
22 int count = uniforms.count();
26 const UniformInfo& builderUniform = uniforms[i];
  /external/skia/src/gpu/vk/
GrVkProgram.h 61 const UniformInfoArray& uniforms,
143 // Tracks the current render target uniforms stored in the vertex buffer.
GrVkProgramDataManager.cpp 13 GrVkProgramDataManager::GrVkProgramDataManager(const UniformInfoArray& uniforms,
20 int count = uniforms.count();
22 // We must add uniforms in same order is the UniformInfoArray so that UniformHandles already
26 const GrVkUniformHandler::UniformInfo uniformInfo = uniforms[i];
GrVkProgram.cpp 31 const UniformInfoArray& uniforms,
45 , fProgramDataManager(uniforms, vertexUniformSize, fragmentUniformSize) {
  /external/mesa3d/src/gallium/drivers/nv50/
nv50_screen.c 279 nouveau_bo_ref(NULL, &screen->uniforms);
435 PUSH_DATAh(push, screen->uniforms->offset + (0 << 16));
436 PUSH_DATA (push, screen->uniforms->offset + (0 << 16));
440 PUSH_DATAh(push, screen->uniforms->offset + (1 << 16));
441 PUSH_DATA (push, screen->uniforms->offset + (1 << 16));
445 PUSH_DATAh(push, screen->uniforms->offset + (2 << 16));
446 PUSH_DATA (push, screen->uniforms->offset + (2 << 16));
450 PUSH_DATAh(push, screen->uniforms->offset + (3 << 16));
451 PUSH_DATA (push, screen->uniforms->offset + (3 << 16));
468 PUSH_DATAh(push, screen->uniforms->offset + (3 << 16) + (1 << 9))
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nv50_screen.h 32 struct nouveau_bo *uniforms; member in struct:nv50_screen
  /external/deqp/external/vulkancts/modules/vulkan/shaderexecutor/
vktShaderExecutor.hpp 85 const std::vector<UniformDataSp>& uniforms (void) const function in class:vkt::shaderexecutor::UniformSetup
227 std::vector<BufferUniformSp> uniforms; member in class:vkt::shaderexecutor::ShaderExecutor::BufferArrayUniform
237 std::vector<SamplerUniformSp> uniforms; member in class:vkt::shaderexecutor::ShaderExecutor::SamplerArrayUniform
  /external/deqp/modules/gles31/functional/
es31fShaderStateQueryTests.cpp 133 int uniforms = 0; local
134 gl.getProgramiv(program.getProgram(), GL_ACTIVE_UNIFORMS, &uniforms);
136 if (uniforms != 1)
es31fShaderImageLoadStoreTests.cpp 520 // \note Assumes that the appropriate program is in use when assigning uniforms.
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  /external/deqp/framework/opengl/
gluShaderLibrary.hpp 78 std::vector<Value> uniforms; member in struct:glu::sl::ValueBlock
  /external/skia/src/gpu/glsl/
GrGLSLShaderBuilder.h 31 * shaders will result in a shader compilation error as texture sampler uniforms are only
35 * TODO if append texture lookup is used on a non-fragment shader, sampler uniforms should be
120 * Get parent builder for adding uniforms
195 SkString& uniforms() { return fShaderStrings[kUniforms]; } function in class:GrGLSLShaderBuilder
  /sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gltrace/state/transforms/
StateTransformFactory.java 1255 List<Float> uniforms = msg.getArgs(3).getFloatValueList(); local
1270 List<?> uniforms; local
1301 List<?> uniforms; local
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  /external/deqp/external/vulkancts/modules/vulkan/ubo/
vktUniformBlockCase.cpp 179 for (int ndx = 0; ndx < (int)uniforms.size(); ndx++)
181 if (blocks[uniforms[ndx].blockLayoutNdx].blockDeclarationNdx == blockNdx &&
182 uniforms[ndx].name == name)
454 layout.uniforms.push_back(entry);
467 entry.name = curPrefix + "[0]"; // Array uniforms are always postfixed with [0]
477 layout.uniforms.push_back(entry);
491 entry.name = curPrefix + "[0]"; // Array uniforms are always postfixed with [0]
502 layout.uniforms.push_back(entry);
534 int firstUniformNdx = (int)layout.uniforms.size();
542 int uniformIndicesEnd = (int)layout.uniforms.size()
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