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    Searched refs:uniforms (Results 26 - 45 of 45) sorted by null

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  /external/deqp/modules/gles31/functional/
es31fShaderImageLoadStoreTests.cpp 520 // \note Assumes that the appropriate program is in use when assigning uniforms.
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  /external/skia/src/gpu/vk/
GrVkProgram.cpp 31 const UniformInfoArray& uniforms,
45 , fProgramDataManager(uniforms, vertexUniformSize, fragmentUniformSize) {
  /external/deqp/external/vulkancts/modules/vulkan/shaderrender/
vktShaderRenderLoopTests.cpp 576 } uniforms[] = local
587 for (int i = 0; i < DE_LENGTH_OF_ARRAY(uniforms); ++i)
590 op << " ${COUNTER_PRECISION} int " << uniforms[i].name << ";\n";
592 uniformInformations.push_back(uniforms[i].type);
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  /external/deqp/external/vulkancts/modules/vulkan/ubo/
vktUniformBlockCase.hpp 281 std::vector<UniformLayoutEntry> uniforms; member in class:vkt::ubo::UniformLayout
  /external/mesa3d/src/gallium/drivers/nv50/
nv50_context.c 179 BCTX_REFN_bo(nv50->bufctx_3d, SCREEN, flags, screen->uniforms);
  /external/skia/src/gpu/glsl/
GrGLSLShaderBuilder.cpp 163 fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms());
  /external/deqp/external/vulkancts/modules/vulkan/
vktShaderLibrary.cpp 102 void genUniformBlock (ostringstream& out, const string& blockName, const string& instanceName, int setNdx, int bindingNdx, const vector<Value>& uniforms)
112 for (vector<Value>::const_iterator val = uniforms.begin(); val != uniforms.end(); ++val)
131 if (!valueBlock.uniforms.empty())
132 genUniformBlock(out, "Uniforms", "", 0, USER_UNIFORM_BINDING, valueBlock.uniforms);
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  /external/deqp/framework/opengl/simplereference/
sglrReferenceContext.cpp     [all...]
  /sdk/eclipse/plugins/com.android.ide.eclipse.gldebugger/src/com/android/ide/eclipse/gltrace/state/
GLState.java 351 IGLProperty uniforms = new GLSparseArrayProperty(GLStateType.ACTIVE_UNIFORMS, local
355 attachedShaders, attributes, uniforms);
  /external/deqp/modules/glshared/
glsLongStressCase.hpp 185 * as well as specifications of its attributes, uniforms, and textures.
188 * the same replacement is done in attributes' and uniforms' names. This
197 std::vector<VarSpec> uniforms; member in struct:deqp::gls::ProgramContext
glsRandomShaderCase.cpp 240 static int getNumSamplerUniforms (const std::vector<rsg::ShaderInput*>& uniforms)
244 for (std::vector<rsg::ShaderInput*>::const_iterator it = uniforms.begin(); it != uniforms.end(); ++it)
504 // Uniforms
glsLongStressCase.cpp 689 void setRandomUniforms (const vector<VarSpec>& uniforms, const string& shaderNameManglingSuffix, Random& rnd) const;
763 void Program::setRandomUniforms (const vector<VarSpec>& uniforms, const string& shaderNameManglingSuffix, Random& rnd) const
767 for (int unifNdx = 0; unifNdx < (int)uniforms.size(); unifNdx++)
769 const VarSpec& spec = uniforms[unifNdx];
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glsShaderLibraryCase.cpp 316 // \todo [2015-07-24 pyry] Why are uniforms missing?
390 // \todo [2015-07-24 pyry] Why are uniforms missing?
420 for (size_t ndx = 0; ndx < valueBlock.uniforms.size(); ndx++)
422 const Value& val = valueBlock.uniforms[ndx];
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  /external/libgdx/backends/gdx-backends-gwt/src/com/badlogic/gdx/backends/gwt/
GwtGL20.java 62 final Map<Integer, Map<Integer, WebGLUniformLocation>> uniforms = new HashMap<Integer, Map<Integer, WebGLUniformLocation>>(); field in class:GwtGL20
133 Map<Integer, WebGLUniformLocation> progUniforms = uniforms.get(program);
136 uniforms.put(program, progUniforms);
145 return uniforms.get(currProgram).get(location);
165 uniforms.remove(id);
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  /external/deqp/modules/gles2/performance/
es2pShaderCompilationCases.cpp 408 vector<UniformSpec> uniforms;
480 void setShaderInputs (deUint32 program, const ProgramContext&) const; // Set attribute pointers and uniforms.
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  /external/deqp/modules/gles3/performance/
es3pShaderCompilationCases.cpp 408 vector<UniformSpec> uniforms;
480 void setShaderInputs (deUint32 program, const ProgramContext&) const; // Set attribute pointers and uniforms.
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  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_vec4.h 301 int uniforms; member in class:brw::vec4_visitor
  /external/deqp/external/vulkancts/modules/vulkan/shaderexecutor/
vktShaderExecutor.cpp     [all...]
  /external/mesa3d/src/mesa/
sources.mak 103 $(SRCDIR)main/uniforms.c \
  /external/deqp/framework/opengl/
gluShaderLibrary.cpp 68 block.uniforms;
1026 dstBlock = &valueBlock.uniforms;
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