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    Searched refs:setUniforms (Results 1 - 24 of 24) sorted by null

  /frameworks/native/services/surfaceflinger/RenderEngine/
Program.h 55 void setUniforms(const Description& desc);
Program.cpp 126 void Program::setUniforms(const Description& desc) {
ProgramCache.cpp 246 program->setUniforms(description);
  /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);
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);
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)
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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);
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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);
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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;
es31fFboColorbufferTests.cpp 147 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID);
244 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID);
es31fFboTestUtil.cpp 184 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const
353 void TextureCubeArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const
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));
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()); \
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  /external/deqp/external/vulkancts/modules/vulkan/shaderexecutor/
vktShaderExecutor.hpp 111 void setUniforms (const UniformSetup* uniformSetup)
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);
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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);
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