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Searched refs:GL_INT_VEC4 (Results 1 – 25 of 57) sorted by relevance

123

/third_party/skia/third_party/externals/angle2/src/common/
Dutilities.cpp157 case GL_INT_VEC4: in VariableComponentType()
244 case GL_INT_VEC4: in GetGLSLTypeString()
287 case GL_INT_VEC4: in VariableBoolVectorType()
317 case GL_INT_VEC4: in VariableRowCount()
470 case GL_INT_VEC4: in VariableColumnCount()
817 case GL_INT_VEC4: in VariableSortOrder()
Duniform_type_info_autogen.cpp110 {GL_INT_VEC4, GL_INT, GL_NONE, GL_NONE, GL_BOOL_VEC4, SamplerFormat::InvalidEnum, 1, 4, 4,
293 case GL_INT_VEC4: in GetTypeInfoIndex()
/third_party/glslang/glslang/MachineIndependent/
Dgl_types.h39 #define GL_INT_VEC4 0x8B55 macro
/third_party/skia/third_party/externals/angle2/src/compiler/translator/
Dutil.cpp61 constexpr GLenum kIntGLType[4] = {GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4};
663 case GL_INT_VEC4: in GetShaderVariableBasicType()
DVariablePacker.cpp350 case GL_INT_VEC4: in GetTypePackingComponentsPerRow()
/third_party/skia/third_party/externals/swiftshader/src/OpenGL/libGLESv2/
Dutilities.cpp71 case GL_INT_VEC4: in UniformComponentCount()
138 case GL_INT_VEC4: in UniformComponentType()
212 case GL_INT_VEC4: in VariableRowCount()
280 case GL_INT_VEC4: in VariableColumnCount()
DProgram.cpp742 static GLenum intType[] = { GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4 }; in setUniformiv()
1148 case GL_INT_VEC4: applyUniform4iv(device, location, size, i); break; in applyUniforms()
/third_party/skia/third_party/externals/angle2/src/tests/compiler_tests/
DVariablePacker_test.cpp21 GL_INT_VEC4, // 3
/third_party/vk-gl-cts/modules/gles3/functional/
Des3fAttribLocationTests.cpp56 AttribType("ivec4", 1, GL_INT_VEC4), in createAttributeLocationTests()
/third_party/skia/third_party/externals/angle2/samples/shader_translator/
Dshader_translator.cpp518 case GL_INT_VEC4: in PrintVariable()
/third_party/vk-gl-cts/external/openglcts/modules/gles31/
Des31cExplicitUniformLocationTest.cpp496 case GL_INT_VEC4: in fill()
1496 case GL_INT_VEC4: in setUniform()
2312 uniforms.push_back(Uniform(uniformValueGenerator, GL_INT_VEC4, Loc::C(10))); in Run()
2329 uniforms.push_back(Uniform(uniformValueGenerator, UniformType(GL_INT_VEC4, 1), Loc::C(12))); in Run()
2390 uniforms.push_back(Uniform(uniformValueGenerator, UniformType(GL_INT_VEC4, 2), Loc::C(8))); in Run()
/third_party/vk-gl-cts/framework/opengl/
DgluShaderUtil.cpp1223 case GL_INT_VEC4: return TYPE_INT_VEC4; in getDataTypeFromGLType()
DgluStrUtil.inl960 case GL_INT_VEC4: return "GL_INT_VEC4";
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
Dfunctionsgl_enums.h421 #define GL_INT_VEC4 0x8B55 macro
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/vulkan/
DProgramVk.cpp561 setUniformImpl(location, count, v, GL_INT_VEC4); in setUniform4iv()
/third_party/mesa3d/include/GLES2/
Dgl2.h319 #define GL_INT_VEC4 0x8B55 macro
/third_party/skia/third_party/externals/angle2/include/GLES2/
Dgl2.h300 #define GL_INT_VEC4 0x8B55 macro
/third_party/skia/third_party/externals/opengl-registry/api/GLES2/
Dgl2.h319 #define GL_INT_VEC4 0x8B55 macro
/third_party/openGLES/api/GLES2/
Dgl2.h300 #define GL_INT_VEC4 0x8B55 macro
/third_party/skia/third_party/externals/swiftshader/include/GLES2/
Dgl2.h319 #define GL_INT_VEC4 0x8B55 macro
/third_party/vk-gl-cts/external/openglcts/modules/gl/
Dgl4cProgramInterfaceQueryTests.cpp641 GLint expected2[] = { 2, GL_INT_VEC4, 1, 0, 0, 0, 0, 0, 1, 4, 0 }; in Run()
1055 GLint expected2[] = { 2, GL_INT_VEC4, 1, 0, 0, 0, 0, 0, 1, 4, 0 }; in Run()
1884 GLint expected[] = { 2, GL_INT_VEC4, 1 }; in Run()
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/metal/
DVertexArrayMtl.mm329 case GL_INT_VEC4:
DProgramMtl.mm1054 setUniformImpl(location, count, v, GL_INT_VEC4);
/third_party/vk-gl-cts/modules/gles2/functional/
Des2fShaderStateQueryTests.cpp1333 …{ "ivec4", "", "highp", "", "float(uniformValue.x)", GL_INT_VEC4, 1, GL_FAL… in test()
/third_party/skia/third_party/externals/angle2/src/libANGLE/
DvalidationES2.cpp5024 return ValidateUniform(context, entryPoint, GL_INT_VEC4, location, 1); in ValidateUniform4i()
5033 return ValidateUniform(context, entryPoint, GL_INT_VEC4, location, count); in ValidateUniform4iv()

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