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  /external/deqp/external/openglcts/modules/gl/
gl4cConditionalRenderInvertedTests.cpp 365 struct Shader
370 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local
372 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]);
380 /* Shader compilation. */
384 if (DE_NULL != shader[i].source)
386 shader[i].id = gl.createShader(shader[i].type);
390 gl.attachShader(m_po_id, shader[i].id);
394 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL)
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gl4cContextFlushControlTests.cpp 543 /** @brief Compile and link shader program.
550 struct Shader
555 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local
557 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]);
565 /* Shader compilation. */
569 if (DE_NULL != shader[i].source)
571 shader[i].id = gl.createShader(shader[i].type);
575 gl.attachShader(m_po, shader[i].id)
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gl4cDirectStateAccessSamplersTests.cpp 606 struct Shader
611 } shader[] = { { s_vertex_shader, GL_VERTEX_SHADER, 0 }, { s_fragment_shader, GL_FRAGMENT_SHADER, 0 } }; local
613 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]);
621 /* Shader compilation. */
625 if (DE_NULL != shader[i].source)
627 shader[i].id = gl.createShader(shader[i].type);
631 gl.attachShader(m_po, shader[i].id);
635 gl.shaderSource(shader[i].id, 1, &(shader[i].source), NULL)
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gl4cShaderBallotTests.cpp 50 // vertex shader parts
68 // fragment shader parts
82 // tessellation control shader parts
107 // tessellation evaluation shader parts
128 // geometry shader parts
150 // compute shader parts
164 // create shader chunks
278 TCU_FAIL("Shader compilation failed");
339 std::string shader = local
341 sourcesRender.sources[i].push_back(shader);
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  /external/deqp/external/openglcts/modules/glesext/tessellation_shader/
esextcTessellationShaderTriangles.cpp 47 * Initializes test groups for geometry shader tests
191 /* Configure fragment shader body */
199 GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for fragment shader");
201 /* Configure tessellation control shader body */
219 GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for tessellation control shader");
221 /* Configure vertex shader body */
230 GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for vertex shader");
238 glw::GLuint shader = shaders[n_shader]; local
240 if (shader != 0)
244 gl.compileShader(shader);
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esextcTessellationShaderVertexOrdering.cpp 199 /* Configure fragment shader body */
207 GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for fragment shader");
209 /* Configure tessellation control shader body */
216 GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for tessellation control shader");
218 /* Configure vertex shader body */
227 GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for vertex shader");
235 glw::GLuint shader = shaders[n_shader]; local
237 if (shader != 0)
241 gl.compileShader(shader);
244 gl.getShaderiv(shader, GL_COMPILE_STATUS, &compile_status)
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esextcTessellationShaderXFB.cpp 41 "Verifies transform-feedback captures data from appropriate shader stage.")
195 /* Create a shader object */
216 /* Safe to delete the shader object at this point */
234 m_testCtx.getLog() << tcu::TestLog::Message << "Shader source:\n\n"
282 /* Configure fragment shader body */
295 GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for fragment shader");
297 /* Create a fragment shader program */
311 TCU_FAIL("Fragment shader program failed to link.");
314 /* Configure geometry shader body */
339 GLU_EXPECT_NO_ERROR(gl.getError(), "glShaderSource() failed for geometry shader");
504 glw::GLuint shader = shaders[n_shader]; local
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  /external/deqp/modules/gles31/functional/
es31fNegativeShaderDirectiveTests.cpp 21 * \brief Negative Shader Directive Tests
84 glu::Shader shader (ctx.getRenderContext(), shaderType);
87 shader.setSources(1, &source, &length);
88 shader.compile();
90 log << shader; local
94 testFailed = !shader.getCompileStatus();
95 message = "Shader did not compile.";
99 testFailed = shader.getCompileStatus();
100 message = "Shader was not expected to compile."
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es31fProgramInterfaceQueryTestCase.cpp 260 // finding matching variable in any shader is sufficient
330 const ProgramInterfaceDefinition::Shader* const shader = program->getShaders()[shaderNdx]; member in class:deqp::gles31::Functional::__anon18745::ProgramInterfaceDefinition
331 if (!m_filter.matchesFilter(shader))
334 for (int blockNdx = 0; blockNdx < (int)shader->getDefaultBlock().interfaceBlocks.size(); ++blockNdx)
336 const glu::InterfaceBlock& block = shader->getDefaultBlock().interfaceBlocks[blockNdx];
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es31fShaderStateQueryTests.cpp 21 * \brief Shader state query tests
128 result.fail("could not build shader");
414 deUint32 shader = 0; local
421 m_testCtx.getLog() << tcu::TestLog::Message << "Trying to compile broken shader source." << tcu::TestLog::EndMessage;
423 shader = gl.glCreateShader(glu::getGLShaderType(m_shaderType));
424 GLS_COLLECT_GL_ERROR(result, gl.glGetError(), "create shader");
426 gl.glShaderSource(shader, 1, &brokenSource, DE_NULL);
427 gl.glCompileShader(shader);
430 gl.glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &logLen);
434 verifyInfoLogQuery(result, gl, logLen, shader, &glu::CallLogWrapper::glGetShaderInfoLog, "glGetShaderInfoLog")
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  /external/mesa3d/src/compiler/glsl/
opt_dead_builtin_varyings.cpp 27 * This eliminates the built-in shader outputs which are either not written
46 * The same is done for the gl_FragData fragment shader output.
60 * This obtains detailed information about built-in varyings from shader code.
235 /* Process the shader. */
282 : shader(sha), info(info), new_fog(NULL)
284 void *const ctx = shader->ir;
301 prepare_array(shader->ir, this->new_texcoord,
309 prepare_array(shader->ir, this->new_fragdata,
350 visit_list_elements(this, shader->ir);
401 if (!shader->fragdata_arrays
504 struct gl_linked_shader *shader; member in class:__anon29236::replace_varyings_visitor
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  /external/mesa3d/src/compiler/nir/
nir_builder.h 37 nir_shader *shader; member in struct:nir_builder
47 build->shader = impl->function->shader;
55 build->shader = nir_shader_create(mem_ctx, stage, options, NULL);
56 nir_function *func = nir_function_create(build->shader, "main");
88 nir_ssa_undef_instr_create(build->shader, num_components, bit_size);
102 nir_load_const_instr_create(build->shader, num_components, bit_size);
179 nir_alu_instr *instr = nir_alu_instr_create(build->shader, op);
269 nir_alu_instr *mov = nir_alu_instr_create(build->shader, nir_op_fmov);
283 nir_alu_instr *mov = nir_alu_instr_create(build->shader, nir_op_imov)
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nir_lower_wpos_ytransform.c 29 * origin and pixel-center vs. shader. If transformation is required, a
42 nir_shader *shader; member in struct:__anon29324
54 nir_variable *var = nir_variable_create(state->shader,
186 /* Fragment shader wants origin in upper-left */
196 /* Fragment shader wants origin in lower-left */
208 /* Fragment shader wants pixel center integer */
221 /* Fragment shader wants pixel center half integer */
341 nir_lower_wpos_ytransform(nir_shader *shader,
346 .shader = shader,
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nir_phi_builder.c 28 nir_shader *shader; member in struct:nir_phi_builder
86 pb->shader = impl->function->shader;
189 nir_ssa_undef_instr_create(val->builder->shader,
214 nir_phi_instr *phi = nir_phi_instr_create(val->builder->shader);
  /external/mesa3d/src/gallium/auxiliary/draw/
draw_pt_fetch_shade_pipeline_llvm.c 78 struct llvm_geometry_shader *shader = llvm_geometry_shader(gs); local
84 /* Search shader's list of variants for the key */
85 li = first_elem(&shader->variants);
86 while (!at_end(&shader->variants, li)) {
87 if (memcmp(&li->base->key, key, shader->variant_key_size) == 0) {
124 insert_at_head(&shader->variants, &variant->list_item_local);
128 shader->variants_cached++;
197 /* Find/create the vertex shader variant */
202 struct llvm_vertex_shader *shader = llvm_vertex_shader(vs); local
208 /* Search shader's list of variants for the key *
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  /external/mesa3d/src/gallium/auxiliary/vl/
vl_deint_filter.c 66 struct ureg_program *shader; local
70 shader = ureg_create(PIPE_SHADER_VERTEX);
71 if (!shader)
74 i_vpos = ureg_DECL_vs_input(shader, 0);
75 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
76 o_vtex = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX);
78 ureg_MOV(shader, o_vpos, i_vpos);
79 ureg_MOV(shader, o_vtex, i_vpos);
81 ureg_END(shader);
83 return ureg_create_shader_and_destroy(shader, filter->pipe)
89 struct ureg_program *shader; local
126 struct ureg_program *shader; local
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vl_mc.c 53 calc_position(struct vl_mc *r, struct ureg_program *shader, struct ureg_src block_scale)
59 vrect = ureg_DECL_vs_input(shader, VS_I_RECT);
60 vpos = ureg_DECL_vs_input(shader, VS_I_VPOS);
62 t_vpos = ureg_DECL_temporary(shader);
64 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
73 ureg_ADD(shader, ureg_writemask(t_vpos, TGSI_WRITEMASK_XY), vpos, vrect);
74 ureg_MUL(shader, ureg_writemask(t_vpos, TGSI_WRITEMASK_XY), ureg_src(t_vpos), block_scale);
75 ureg_MOV(shader, ureg_writemask(o_vpos, TGSI_WRITEMASK_XY), ureg_src(t_vpos));
76 ureg_MOV(shader, ureg_writemask(o_vpos, TGSI_WRITEMASK_ZW), ureg_imm1f(shader, 1.0f))
108 struct ureg_program *shader; local
166 struct ureg_program *shader; local
231 struct ureg_program *shader; local
317 struct ureg_program *shader; local
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vl_zscan.c 101 struct ureg_program *shader; local
109 shader = ureg_create(PIPE_SHADER_VERTEX);
110 if (!shader)
115 scale = ureg_imm2f(shader,
119 vrect = ureg_DECL_vs_input(shader, VS_I_RECT);
120 vpos = ureg_DECL_vs_input(shader, VS_I_VPOS);
121 block_num = ureg_DECL_vs_input(shader, VS_I_BLOCK_NUM);
123 tmp = ureg_DECL_temporary(shader);
125 o_vpos = ureg_DECL_output(shader, TGSI_SEMANTIC_POSITION, VS_O_VPOS);
128 o_vtex[i] = ureg_DECL_output(shader, TGSI_SEMANTIC_GENERIC, VS_O_VTEX + i)
176 struct ureg_program *shader; local
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  /external/mesa3d/src/gallium/drivers/freedreno/a2xx/
ir-a2xx.h 32 /* low level intermediate representation of an adreno a2xx shader program */
38 int8_t max_reg; /* highest GPR # used by shader */
61 struct ir2_shader *shader; member in struct:ir2_instruction
96 struct ir2_shader *shader; member in struct:ir2_cf
124 void ir2_shader_destroy(struct ir2_shader *shader);
125 void * ir2_shader_assemble(struct ir2_shader *shader,
128 struct ir2_cf * ir2_cf_create(struct ir2_shader *shader, instr_cf_opc_t cf_type);
138 ir2_cf_create_alloc(struct ir2_shader *shader, instr_alloc_type_t type, int size)
140 struct ir2_cf *cf = ir2_cf_create(shader, ALLOC);
  /external/mesa3d/src/gallium/drivers/freedreno/ir3/
ir3_shader.c 54 /* for vertex shader, the inputs are loaded into registers before the shader
55 * is executed, so max_regs from the shader instructions might not properly
59 * Likewise, for fragment shader, we can have some regs which are passed
60 * input values but never touched by the resulting shader (ie. as result
71 * not written by gpu before shader starts (and in fact the
88 * be, for example, r1.x while max reg used by the shader is
100 * shader state. Non-static since used by ir3_cmdline too.
130 struct ir3_compiler *compiler = v->shader->compiler;
164 "SHADER-DB: %s prog %d/%d: %u instructions, %u dwords\n
282 struct ir3_shader *shader = CALLOC_STRUCT(ir3_shader); local
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  /external/mesa3d/src/gallium/drivers/ilo/
ilo_render_gen7.c 421 const struct ilo_shader_state *shader; local
425 shader = vec->gs;
429 shader = vec->vs;
433 sol = ilo_shader_get_kernel_sol(shader);
  /external/mesa3d/src/gallium/drivers/llvmpipe/
lp_setup_point.c 83 * Fragment shader expects pre-multiplied w for LP_INTERP_PERSPECTIVE. A
85 * generating the fragment shader key, and therefore avoid the per-fragment
104 * \param perspective does the shader expects pre-multiplied w, i.e.,
105 * LP_INTERP_PERSPECTIVE is specified in the shader key
214 const struct lp_fragment_shader *shader = setup->fs.current.variant->shader; local
248 if (shader->info.base.input_semantic_name[slot] == TGSI_SEMANTIC_GENERIC) {
249 unsigned semantic_index = shader->info.base.input_semantic_index[slot];
lp_state_fs.h 74 unsigned nr_samplers:8; /* actually derivable from just the shader */
75 unsigned nr_sampler_views:8; /* actually derivable from just the shader */
117 struct lp_fragment_shader *shader; member in struct:lp_fragment_shader_variant
141 /** Fragment shader input interpolation info */
  /external/mesa3d/src/gallium/drivers/softpipe/
sp_state.h 84 void (*prepare)(const struct sp_fragment_shader_variant *shader,
90 unsigned (*run)(const struct sp_fragment_shader_variant *shader,
96 void (*delete)(struct sp_fragment_shader_variant *shader,
105 struct pipe_shader_state shader; member in struct:sp_fragment_shader
113 struct pipe_shader_state shader; member in struct:sp_vertex_shader
120 struct pipe_shader_state shader; member in struct:sp_geometry_shader
136 struct pipe_compute_state shader; member in struct:sp_compute_shader
175 enum pipe_shader_type shader,
  /external/mesa3d/src/gallium/drivers/svga/
svga_draw.c 314 enum pipe_shader_type shader; local
318 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++) {
319 unsigned count = svga->curr.num_sampler_views[shader];
330 svga_pipe_sampler_view(svga->curr.sampler_views[shader][i]);
345 if (shader == PIPE_SHADER_FRAGMENT &&
356 /* rebind the shader resources if needed */
379 enum pipe_shader_type shader; local
383 for (shader = PIPE_SHADER_VERTEX; shader <= PIPE_SHADER_GEOMETRY; shader++)
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