/external/mesa3d/src/gallium/drivers/vc4/ |
vc4_uniforms.c | 32 struct vc4_cl_out **uniforms, 40 cl_reloc(job, &job->uniforms, uniforms, rsc->bo, sview->texture_p0); 45 struct vc4_cl_out **uniforms, 54 cl_aligned_u32(uniforms, sview->texture_p1 | sampler->texture_p1); 59 struct vc4_cl_out **uniforms, 67 cl_aligned_u32(uniforms, 76 struct vc4_cl_out **uniforms, 83 cl_aligned_f(uniforms, texture->u.tex.first_level); 88 struct vc4_cl_out **uniforms, 221 struct vc4_cl_out *uniforms = local [all...] |
vc4_job.c | 83 vc4_init_cl(job, &job->uniforms); 443 submit.uniforms = (uintptr_t)job->uniforms.base; 444 submit.uniforms_size = cl_offset(&job->uniforms);
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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))) [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/gallium/drivers/etnaviv/ |
etnaviv_uniforms.h | 39 struct pipe_constant_buffer *cb, uint32_t *uniforms,
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etnaviv_uniforms.c | 63 struct pipe_constant_buffer *cb, uint32_t *uniforms, 66 const struct etna_shader_uniform_info *uinfo = &sobj->uniforms; 72 memcpy(uniforms, cb->user_buffer, size); 81 uniforms[i + uinfo->const_count] = uinfo->imm_data[i]; 86 uniforms[i + uinfo->const_count] = 104 for (uint32_t i = 0; i < sobj->uniforms.imm_count; i++) { 105 switch (sobj->uniforms.imm_contents[i]) {
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etnaviv_compiler.h | 64 struct etna_shader_uniform_info uniforms; member in struct:etna_shader 67 * uniforms have to get (partial) reloaded. */
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/external/swiftshader/src/Renderer/ |
TextureStage.cpp | 100 uniforms.constantColor4[0][0] = uniforms.constantColor4[0][1] = uniforms.constantColor4[0][2] = uniforms.constantColor4[0][3] = r; 101 uniforms.constantColor4[1][0] = uniforms.constantColor4[1][1] = uniforms.constantColor4[1][2] = uniforms.constantColor4[1][3] = g; 102 uniforms.constantColor4[2][0] = uniforms.constantColor4[2][1] = uniforms.constantColor4[2][2] = uniforms.constantColor4[2][3] = b [all...] |
/external/mesa3d/src/compiler/glsl/ |
link_atomics.cpp | 46 : uniforms(0), num_uniforms(0), stage_counter_references(), size(0) 51 free(uniforms); 59 realloc(uniforms, sizeof(active_atomic_counter_uniform) * 67 uniforms = new_uniforms; 68 uniforms[num_uniforms].uniform_loc = uniform_loc; 69 uniforms[num_uniforms].var = var; 73 active_atomic_counter_uniform *uniforms; member in struct:__anon27333::active_atomic_buffer 105 * x1[3][3][2] = 9 uniforms, 18 atomic counters 106 * x2[3][2] = 3 uniforms, 6 atomic counters 178 qsort(buffers[i].uniforms, buffers[i].num_uniforms [all...] |
link_uniforms.cpp | 35 * Assign locations for GLSL uniforms. 41 * Used by linker to indicate uniforms that have no location set. 259 * Class to help calculate the storage requirements for a set of uniforms 261 * As uniforms are added to the active set the number of active uniforms and 262 * the storage requirements for those uniforms are accumulated. The active 263 * uniforms are added to the hash table supplied to the constructor. 302 * Total number of active uniforms counted 309 * Number of data values required to back the storage for the active uniforms 324 * Number of uniforms used in the current shade [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/skia/src/sksl/ |
SkSLCPPCodeGenerator.h | 67 bool writeEmitCode(std::vector<const Variable*>& uniforms); 69 void writeSetData(std::vector<const Variable*>& uniforms);
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SkSLCPPCodeGenerator.cpp | 392 bool CPPCodeGenerator::writeEmitCode(std::vector<const Variable*>& uniforms) { 399 for (const auto u : uniforms) { 427 void CPPCodeGenerator::writeSetData(std::vector<const Variable*>& uniforms) { 435 for (const auto u : uniforms) { 527 "layout(key) may not be specified on uniforms"); 568 std::vector<const Variable*> uniforms; local 576 uniforms.push_back(decl.fVar); 597 bool result = this->writeEmitCode(uniforms); 599 this->writeSetData(uniforms); 601 for (const auto& u : uniforms) { [all...] |
/external/swiftshader/src/OpenGL/libGL/ |
Program.cpp | 300 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 348 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 396 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 444 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 492 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 522 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 552 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 582 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 637 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 690 Uniform *targetUniform = uniforms[uniformIndex[location].index] [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_vec4_vs_visitor.cpp | 163 this->userplane[i] = dst_reg(UNIFORM, this->uniforms); 166 stage_prog_data->param[this->uniforms * 4 + j] = 169 ++this->uniforms;
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brw_nir_uniforms.cpp | 77 /* The data for our (non-builtin) uniforms is stored in a series of 138 nir_foreach_variable(var, &shader->uniforms) { 164 assert(shader->uniforms.length() <= 2); 167 /* Parameters should be either vec4 uniforms or single component
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/external/swiftshader/src/OpenGL/libGLESv2/ |
Program.cpp | 355 const bool isArray = uniforms[index]->isArray(); 379 size_t numUniforms = uniforms.size(); 382 if(uniforms[index]->name == baseName) 384 if(uniforms[index]->isArray() || subscript == GL_INVALID_INDEX) 481 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 571 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 668 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 725 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 787 Uniform *targetUniform = uniforms[uniformIndex[location].index]; 844 Uniform *targetUniform = uniforms[uniformIndex[location].index] [all...] |
/external/skia/src/gpu/gl/ |
GrGLProgram.h | 33 * Uniforms are program-local so we can't rely on fHWState to hold the 91 * This function uploads uniforms, calls each GrGL*Processor's setData, and retrieves the 113 const UniformInfoArray& uniforms, 136 // these reflect the current values of uniforms (GL uniform values travel with program)
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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/mesa3d/src/gallium/drivers/nouveau/nv50/ |
nv50_screen.c | 471 nouveau_bo_ref(NULL, &screen->uniforms); 637 PUSH_DATAh(push, screen->uniforms->offset + (0 << 16)); 638 PUSH_DATA (push, screen->uniforms->offset + (0 << 16)); 642 PUSH_DATAh(push, screen->uniforms->offset + (1 << 16)); 643 PUSH_DATA (push, screen->uniforms->offset + (1 << 16)); 647 PUSH_DATAh(push, screen->uniforms->offset + (2 << 16)); 648 PUSH_DATA (push, screen->uniforms->offset + (2 << 16)); 652 PUSH_DATAh(push, screen->uniforms->offset + (3 << 16)); 653 PUSH_DATA (push, screen->uniforms->offset + (3 << 16)); 670 PUSH_DATAh(push, screen->uniforms->offset + (3 << 16) + NV50_CB_AUX_RUNOUT_OFFSET) [all...] |
/external/skia/src/gpu/vk/ |
GrVkPipelineStateDataManager.cpp | 13 GrVkPipelineStateDataManager::GrVkPipelineStateDataManager(const UniformInfoArray& uniforms, 22 int count = uniforms.count(); 24 // We must add uniforms in same order is the UniformInfoArray so that UniformHandles already 28 const GrVkUniformHandler::UniformInfo uniformInfo = uniforms[i];
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