/external/deqp/data/gles31/shaders/es32/ |
android_extension_pack.test | 103 layout(binding=0, r32i) coherent uniform highp iimage2D u_image; 166 uniform mediump sampler2DMSArray u_sampler; 418 uniform mediump samplerBuffer u_sampler; 447 uniform mediump samplerCubeArray u_sampler; 479 layout(binding=0) uniform atomic_uint u_counter; 508 layout(binding=0) uniform atomic_uint u_counter[8]; 551 layout(binding=0, r32i) uniform readonly highp iimage2D u_image0; 552 layout(binding=1, rgba16i) uniform readonly highp iimage3D u_image1; 553 layout(binding=2, rgba8ui) uniform readonly highp uimageCube u_image2; 554 layout(binding=3, rgba16f) uniform readonly highp image2DArray u_image3 [all...] |
linkage_tessellation_geometry.test | 587 group uniform "Uniform linkage" 591 desc "Uniform type mismatch" 612 uniform mediump float u_value; 623 uniform mediump vec2 u_value; 650 desc "Uniform precision mismatch" 671 uniform mediump float u_value; 682 uniform highp float u_value; 709 desc "Uniform precision mismatch" 712 uniform float u_value.teVal = 1.0 [all...] |
/external/skia/src/sksl/ |
README | 76 'in' and 'uniform' variables), but the 'main()' function represents only this 117 * 'uniform' variables become, as one would expect, top-level uniforms. By 120 * 'in uniform' variables are uniforms that are automatically wired up to 122 a parameter representing the uniform's value, and automatically plumb it 123 through to the uniform's value in its generated setData() function. 128 * Uniform variables support an additional 'when' layout key. 129 'layout(when=foo) uniform int x;' means that this uniform will only be 132 'layout(key) uniform int x;' means that this uniform should be included i [all...] |
/external/deqp/external/vulkancts/modules/vulkan/spirv_assembly/ |
vktSpvAsm16bitStorageTests.cpp | 117 {"uniform", "StorageUniform16", "Block", VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER}, 125 else if (string(cap) == "uniform") 497 "%i32ptr = OpTypePointer Uniform %i32\n" 498 "%f32ptr = OpTypePointer Uniform %f32\n" 517 "%up_SSBO32 = OpTypePointer Uniform %SSBO32\n" 518 "%up_SSBO16 = OpTypePointer Uniform %SSBO16\n" 519 "%ssbo32 = OpVariable %up_SSBO32 Uniform\n" 520 "%ssbo16 = OpVariable %up_SSBO16 Uniform\n" 540 "%f16ptr = OpTypePointer Uniform %f16\n" 544 "%v2f16ptr = OpTypePointer Uniform %v2f16\n [all...] |
/external/deqp/modules/gles3/functional/ |
es3fNegativeShaderApiTests.cpp | 58 "uniform mediump vec4 vec4_v;\n" 59 "uniform mediump mat4 mat4_v;\n" 66 "uniform mediump ivec4 ivec4_f;\n" 67 "uniform mediump uvec4 uvec4_f;\n" 68 "uniform sampler2D sampler_f;\n" 77 "layout(shared) uniform Block { lowp float var; };\n" 735 m_log << tcu::TestLog::Section("", "GL_INVALID_VALUE is generated if uniformBlockIndex is not an active uniform block index of program."); 782 m_log << TestLog::Message << "// ERROR: Failed to retrieve uniform location" << TestLog::EndMessage; 783 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Failed to retrieve uniform location"); 786 m_log << tcu::TestLog::Section("", "GL_INVALID_OPERATION is generated if the size of the uniform variable declared in the shader does not match the size indicated by the glUniform command.") [all...] |
es3fFragDepthTests.cpp | 71 "uniform highp vec4 u_color;\n" 457 "uniform highp vec4 u_color;\n" 467 "uniform highp vec4 u_color;\n" 476 "uniform", "Uniform depth write", evalConstDepth, 478 "uniform highp vec4 u_color;\n" 479 "uniform highp float uf_half;\n" 490 "uniform highp vec4 u_color;\n" 502 "uniform highp vec4 u_color;\n" 511 "uniform_conditional_write", "Uniform conditional write", evalDynamicDepth [all...] |
/external/swiftshader/src/OpenGL/libGLESv2/ |
Program.cpp | 44 Uniform::BlockInfo::BlockInfo(const glsl::Uniform& uniform, int blockIndex) 49 offset = uniform.blockInfo.offset; 50 arrayStride = uniform.blockInfo.arrayStride; 51 matrixStride = uniform.blockInfo.matrixStride; 52 isRowMajorMatrix = uniform.blockInfo.isRowMajorMatrix; 64 Uniform::Uniform(const glsl::Uniform &uniform, const BlockInfo &blockInfo 1824 Uniform *uniform = 0; local 2853 const Uniform& uniform = *uniforms[index]; local [all...] |
/external/deqp/external/openglcts/modules/common/ |
glcFragDepthTests.cpp | 66 "uniform highp vec4 u_color;\n" 449 "uniform highp vec4 u_color;\n" 456 "uniform highp vec4 u_color;\n" 463 { "uniform", "Uniform depth write", evalConstDepth, "${VERSION_DECL}\n" 464 "uniform highp vec4 u_color;\n" 465 "uniform highp float uf_half;\n" 473 "uniform highp vec4 u_color;\n" 483 "uniform highp vec4 u_color;\n" 490 { "uniform_conditional_write", "Uniform conditional write", evalDynamicDepth [all...] |
/external/deqp/modules/glshared/ |
glsLongStressTestUtil.cpp | 143 "uniform mediump mat4 u_posTrans;\n" 154 "uniform mediump sampler2D u_sampler;\n" 218 fragSamplers += "uniform mediump sampler2D u_sampler" + toString(i) + ";\n"; 275 "uniform Material u_material${NS};\n" 276 "uniform Light u_light${NS}[1];\n" 277 "uniform highp mat4 u_mvpMatrix${NS};\n" 278 "uniform mediump mat4 u_modelViewMatrix${NS};\n" 279 "uniform mediump mat3 u_normalMatrix${NS};\n" 280 "uniform mediump mat4 u_texCoordMatrix0${NS};\n" 336 "uniform sampler2D u_sampler0${NS};\n [all...] |
/external/mesa3d/src/mesa/state_tracker/ |
st_glsl_to_nir.cpp | 128 * uniform S color; 172 nir_foreach_variable(uniform, uniform_list) { 179 if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) && 180 uniform->interface_type != NULL) 183 if (uniform->type->is_sampler()) { 185 bool found = shader_program->UniformHash->get(val, uniform->name); 191 uniform->data.location = val; 192 } else if (strncmp(uniform->name, "gl_", 3) == 0) { 193 const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens [all...] |
/external/autotest/client/deps/webgl_perf/files/ |
webgl-performance-0.0.2.tar.bz2 | |
/external/deqp/modules/gles2/functional/ |
es2fLightAmountTest.cpp | 48 "uniform mat4 u_modelviewMatrix;\n" 49 "uniform mat4 u_modelviewProjectionMatrix;\n" 50 "uniform mat3 u_normalMatrix;\n" 72 "uniform Light u_lights[${NUM_DIR_LIGHTS} + ${NUM_OMNI_LIGHTS}];\n" 73 "uniform mat4 u_modelviewMatrix;\n" 74 "uniform mat4 u_modelviewProjectionMatrix;\n" 75 "uniform mat3 u_normalMatrix;\n"
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es2fNegativeShaderApiTests.cpp | 46 static const char* uniformTestVertSource = "uniform mediump vec4 vTest;\n" 47 "uniform mediump mat4 vMatrix;\n" 52 static const char* uniformTestFragSource = "uniform mediump ivec4 fTest;\n" 53 "uniform sampler2D fSampler;\n" 506 m_log << TestLog::Message << "// ERROR: Failed to retrieve uniform location" << TestLog::EndMessage; 507 m_testCtx.setTestResult(QP_TEST_RESULT_FAIL, "Failed to retrieve uniform location"); 510 m_log << tcu::TestLog::Section("", "GL_INVALID_OPERATION is generated if the size of the uniform variable declared in the shader does not match the size indicated by the glUniform command."); 522 m_log << tcu::TestLog::Section("", "GL_INVALID_OPERATION is generated if one of the floating-point variants of this function is used to load a uniform variable of type int, ivec2, ivec3, or ivec4."); 541 m_log << tcu::TestLog::Section("", "GL_INVALID_OPERATION is generated if location is an invalid uniform location for the current program object and location is not equal to -1."); 594 m_log << TestLog::Message << "// ERROR: Failed to retrieve uniform location" << TestLog::EndMessage [all...] |
/frameworks/base/media/mca/filterpacks/java/android/filterpacks/imageproc/ |
LomoishFilter.java | 45 "uniform sampler2D tex_sampler_0;\n" + 46 "uniform vec2 seed;\n" + 47 "uniform float stepsizeX;\n" + 48 "uniform float stepsizeY;\n" + 49 "uniform float stepsize;\n" + 50 "uniform vec2 scale;\n" + 51 "uniform float inv_max_dist;\n" +
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/external/deqp/data/gles31/shaders/es31/ |
linkage_tessellation_geometry.test | 585 group uniform "Uniform linkage" 589 desc "Uniform type mismatch" 612 uniform mediump float u_value; 623 uniform mediump vec2 u_value; 650 desc "Uniform precision mismatch" 673 uniform mediump float u_value; 684 uniform highp float u_value; 711 desc "Uniform precision mismatch" 716 uniform float u_value.teVal = 1.0 [all...] |
/external/mesa3d/src/compiler/glsl/ |
link_uniform_blocks.cpp | 168 * For uniform blocks laid out according to [std140] rules, the 171 * unit consumed by the last uniform of the uniform block (including 269 * If the binding identifier is used with a uniform block instanced as 272 * uniform block binding point. 338 /* Allocate storage to hold all of the information related to uniform 346 /* Add each variable from each uniform block to the API tracking 404 /* This hash table will track all of the uniform blocks that have been 418 /* Determine which uniform blocks are active. */ 422 /* Count the number of active uniform blocks. Count the total number o [all...] |
/external/mesa3d/src/mesa/drivers/dri/i965/ |
brw_ir_vec4.h | 73 case UNIFORM: 109 const unsigned stride = (reg.file == UNIFORM ? 0 : 4); 146 return (reg.file == IMM || reg.file == UNIFORM || reg.is_null()) && 190 const unsigned stride = (reg.file == UNIFORM ? 0 : 4); 232 (r.file == UNIFORM ? 16 : REG_SIZE) + r.offset + 383 * UNIFORM and IMM files and 32B for all other files. 388 assert(inst->dst.file != UNIFORM && inst->dst.file != IMM); 397 * UNIFORM and IMM files and 32B for all other files. 403 inst->src[i].file == UNIFORM || inst->src[i].file == IMM ? 16 : REG_SIZE;
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/external/deqp/doc/testspecs/GLES31/ |
functional.uniform_location.txt | 19 Explicit uniform location tests 48 uniform that is being checked. It outputs white if all of the assigned uniform 64 These cases do not necessarily use every declared uniform. 66 randomly split between the vertex and fragment shaders on a per-uniform basis.
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/external/deqp/modules/gles31/functional/ |
es31fFboTestUtil.cpp | 89 src << "uniform " << precision << " " << glu::getDataTypeName(samplerTypes[samplerNdx]) << " u_sampler" << samplerNdx << ";\n"; 90 src << "uniform " << precision << " vec4 u_texScale" << samplerNdx << ";\n"; 91 src << "uniform " << precision << " vec4 u_texBias" << samplerNdx << ";\n"; 95 src << "uniform " << precision << " vec4 u_outScale0;\n" 96 << "uniform " << precision << " vec4 u_outBias0;\n"; 137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); 138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4); 142 decl << sglr::pdec::Uniform(std::string("u_sampler") + de::toString(ndx), samplerTypes.vec[ndx]); 143 decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::TYPE_FLOAT_VEC4); 144 decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::TYPE_FLOAT_VEC4) [all...] |
/external/skia/src/gpu/effects/ |
GrEllipseEffect.fp | 18 // The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2) 20 uniform float4 ellipse; 23 layout(when=useScale) uniform float2 scale; 70 // that is normalized by the larger radius. The scale uniform will be scale, 1/scale. The 71 // inverse squared radii uniform values are already in this normalized space. The center is
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GrRectBlurEffect.fp | 13 in uniform float4 rect; 15 in uniform sampler2D blurProfile; 36 layout(when=!highPrecision) uniform half4 proxyRectHalf; 37 layout(when=highPrecision) uniform float4 proxyRectFloat; 38 uniform half profileSize;
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/external/skia/src/gpu/gl/ |
GrGLProgram.h | 30 * across our shaders. But the driver determines the uniform locations 31 * at link time. We don't need to remember the sampler uniform location 34 * previous uniform state after a program change. 125 // Helper for setData() that sets the view matrix and loads the render target height uniform 135 // these reflect the current values of uniforms (GL uniform values travel with program)
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/external/skqp/src/gpu/effects/ |
GrEllipseEffect.fp | 18 // The ellipse uniform is (center.x, center.y, 1 / rx^2, 1 / ry^2) 20 uniform float4 ellipse; 23 layout(when=useScale) uniform float2 scale; 70 // that is normalized by the larger radius. The scale uniform will be scale, 1/scale. The 71 // inverse squared radii uniform values are already in this normalized space. The center is
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GrRectBlurEffect.fp | 13 in uniform float4 rect; 15 in uniform sampler2D blurProfile; 36 layout(when=!highPrecision) uniform half4 proxyRectHalf; 37 layout(when=highPrecision) uniform float4 proxyRectFloat; 38 uniform half profileSize;
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/external/skqp/src/gpu/gl/ |
GrGLProgram.h | 30 * across our shaders. But the driver determines the uniform locations 31 * at link time. We don't need to remember the sampler uniform location 34 * previous uniform state after a program change. 125 // Helper for setData() that sets the view matrix and loads the render target height uniform 135 // these reflect the current values of uniforms (GL uniform values travel with program)
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