/external/deqp/modules/gles31/functional/ |
es31fShaderImageLoadStoreTests.cpp | 520 // \note Assumes that the appropriate program is in use when assigning uniforms. [all...] |
/external/skia/src/gpu/vk/ |
GrVkProgram.cpp | 31 const UniformInfoArray& uniforms, 45 , fProgramDataManager(uniforms, vertexUniformSize, fragmentUniformSize) {
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/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); [all...] |
/external/deqp/external/vulkancts/modules/vulkan/ubo/ |
vktUniformBlockCase.hpp | 281 std::vector<UniformLayoutEntry> uniforms; member in class:vkt::ubo::UniformLayout
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/external/mesa3d/src/gallium/drivers/nv50/ |
nv50_context.c | 179 BCTX_REFN_bo(nv50->bufctx_3d, SCREEN, flags, screen->uniforms);
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/external/skia/src/gpu/glsl/ |
GrGLSLShaderBuilder.cpp | 163 fProgramBuilder->appendUniformDecls((GrShaderFlags) visibility, &this->uniforms());
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/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); [all...] |
/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);
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/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
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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
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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]; [all...] |
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]; [all...] |
/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);
[all...] |
/external/deqp/modules/gles2/performance/ |
es2pShaderCompilationCases.cpp | 408 vector<UniformSpec> uniforms; 480 void setShaderInputs (deUint32 program, const ProgramContext&) const; // Set attribute pointers and uniforms. [all...] |
/external/deqp/modules/gles3/performance/ |
es3pShaderCompilationCases.cpp | 408 vector<UniformSpec> uniforms; 480 void setShaderInputs (deUint32 program, const ProgramContext&) const; // Set attribute pointers and uniforms. [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_vec4.h | 301 int uniforms; member in class:brw::vec4_visitor
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/external/deqp/external/vulkancts/modules/vulkan/shaderexecutor/ |
vktShaderExecutor.cpp | [all...] |
/external/mesa3d/src/mesa/ |
sources.mak | 103 $(SRCDIR)main/uniforms.c \
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/external/deqp/framework/opengl/ |
gluShaderLibrary.cpp | 68 block.uniforms; 1026 dstBlock = &valueBlock.uniforms; [all...] |