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    Searched refs:vertexParameters (Results 1 - 6 of 6) sorted by null

  /external/deqp/modules/gles2/functional/
es2fFragOpInteractionTests.cpp 64 params.vertexParameters.randomize = true;
65 params.vertexParameters.maxStatementDepth = 3;
66 params.vertexParameters.maxStatementsPerBlock = 4;
67 params.vertexParameters.maxExpressionDepth = 4;
68 params.vertexParameters.maxCombinedVariableScalars = 64;
es2fRandomShaderTests.cpp 43 params.vertexParameters.randomize = vertex;
181 params.vertexParameters.maxStatementDepth = 4;
182 params.vertexParameters.maxStatementsPerBlock = 5;
275 params.vertexParameters.texLookupBaseWeight = 10.0f;
276 params.vertexParameters.useTexture2D = true;
277 params.vertexParameters.useTextureCube = true;
315 params.vertexParameters.maxStatementDepth = 4;
316 params.vertexParameters.maxStatementsPerBlock = 7;
317 params.vertexParameters.maxExpressionDepth = 7;
318 params.vertexParameters.maxCombinedVariableScalars = 64
    [all...]
  /external/deqp/modules/gles3/functional/
es3fFragOpInteractionTests.cpp 64 params.vertexParameters.randomize = true;
65 params.vertexParameters.maxStatementDepth = 3;
66 params.vertexParameters.maxStatementsPerBlock = 4;
67 params.vertexParameters.maxExpressionDepth = 4;
68 params.vertexParameters.maxCombinedVariableScalars = 64;
es3fRandomShaderTests.cpp 45 params.vertexParameters.randomize = vertex;
183 params.vertexParameters.maxStatementDepth = 4;
184 params.vertexParameters.maxStatementsPerBlock = 5;
277 params.vertexParameters.texLookupBaseWeight = 10.0f;
278 params.vertexParameters.useTexture2D = true;
279 params.vertexParameters.useTextureCube = true;
317 params.vertexParameters.maxStatementDepth = 4;
318 params.vertexParameters.maxStatementsPerBlock = 7;
319 params.vertexParameters.maxExpressionDepth = 7;
320 params.vertexParameters.maxCombinedVariableScalars = 64
    [all...]
  /external/deqp/framework/randomshaders/
rsgParameters.hpp 98 ShaderParameters vertexParameters;
rsgProgramGenerator.cpp 65 shaderGen.generate(programParams.vertexParameters, vertexShader, fragmentInputs);

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