/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))) [all...] |
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() [all...] |
/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 [all...] |
/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);
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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);
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rsgProgramExecutor.hpp | 51 void execute (const Shader& vertexShader, const Shader& fragmentShader, const std::vector<VariableValue>& uniforms);
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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++)
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rsgShaderGenerator.cpp | 283 vector<ShaderInput*>& uniforms = shader.getUniforms(); local 300 uniforms.reserve(uniforms.size()+1); 301 uniforms.push_back(new ShaderInput(variable, value->getValueRange()));
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/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]; [all...] |
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] [all...] |
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;
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/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
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GrGLProgramDataManager.cpp | 18 const UniformInfoArray& uniforms, 22 int count = uniforms.count(); 26 const UniformInfo& builderUniform = uniforms[i];
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/external/skia/src/gpu/vk/ |
GrVkProgram.h | 61 const UniformInfoArray& uniforms, 143 // Tracks the current render target uniforms stored in the vertex buffer.
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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];
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GrVkProgram.cpp | 31 const UniformInfoArray& uniforms, 45 , fProgramDataManager(uniforms, vertexUniformSize, fragmentUniformSize) {
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/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)) [all...] |
nv50_screen.h | 32 struct nouveau_bo *uniforms; member in struct:nv50_screen
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/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
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/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)
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es31fShaderImageLoadStoreTests.cpp | 520 // \note Assumes that the appropriate program is in use when assigning uniforms. [all...] |
/external/deqp/framework/opengl/ |
gluShaderLibrary.hpp | 78 std::vector<Value> uniforms; member in struct:glu::sl::ValueBlock
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/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
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/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 [all...] |
/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() [all...] |