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Searched refs:is_separable (Results 1 – 12 of 12) sorted by relevance

/third_party/vk-gl-cts/external/openglcts/modules/common/
DglcMultipleContextsTests.cpp80 void prepareProgram(Utils::program** programs, bool is_separable);
86 bool testProgram(Utils::program** programs, bool is_separable, const glw::GLuint test_cases[][5],
586 void UniformPreservationTest::prepareProgram(Utils::program** programs, bool is_separable) in prepareProgram() argument
605 if (false == is_separable) in prepareProgram()
775 bool UniformPreservationTest::testProgram(Utils::program** programs, bool is_separable, in testProgram() argument
779 if (false == is_separable) in testProgram()
DglcViewportArrayTests.hpp145 … const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable = false);
DglcViewportArrayTests.cpp318 const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable) in build() argument
384 if (true == is_separable) in build()
/third_party/mesa3d/src/gallium/drivers/virgl/
Dvirgl_tgsi.c62 bool is_separable; member
190 if (vtctx->is_separable) { in virgl_tgsi_transform_prolog()
431 bool is_separable) in virgl_tgsi_transform() argument
445 …transform.is_separable = is_separable && (vscreen->caps.caps.v2.capability_bits_v2 & VIRGL_CAP_V2_… in virgl_tgsi_transform()
Dvirgl_context.h131 bool is_separable);
Dvirgl_context.c685 bool is_separable = false; in virgl_shader_encoder() local
696 is_separable = s->info.separate_shader && !s->info.internal; in virgl_shader_encoder()
702 … new_tokens = virgl_tgsi_transform((struct virgl_screen *)vctx->base.screen, tokens, is_separable); in virgl_shader_encoder()
/third_party/vk-gl-cts/external/openglcts/modules/gl/
Dgl4cShadingLanguage420PackTests.hpp269 … const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable = false);
274 … const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable = false);
Dgl4cShaderSubroutineTests.hpp93 … const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable = false);
Dgl4cEnhancedLayoutsTests.hpp760 bool is_separable);
764 const std::string& vertex_shader, bool is_separable);
Dgl4cShadingLanguage420PackTests.cpp17944 const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable) in build() argument
17954 vertex_shader, varying_names, n_varying_names, is_separable); in build()
17972 const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable) in build() argument
18038 if (true == is_separable) in build()
Dgl4cShaderSubroutineTests.cpp249 const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable) in build() argument
315 if (true == is_separable) in build()
Dgl4cEnhancedLayoutsTests.cpp2713 const NameVector& captured_varyings, bool capture_interleaved, bool is_separable) in Init() argument
2740 if (true == is_separable) in Init()
2771 bool is_separable) in Init() argument
2776 vertex_shader, captured_varying, true, is_separable); in Init()