/third_party/vk-gl-cts/external/openglcts/modules/gl/ |
D | gl3cClipDistance.cpp | 237 const std::string vertex_shader = m_vertex_shader_code_case_0; in MaxClipDistancesValueInVertexShaderTest() local 243 …gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader, transform_feedb… in MaxClipDistancesValueInVertexShaderTest() 323 const std::string vertex_shader = m_vertex_shader_code_case_1; in MaxClipDistancesValueInFragmentShaderTest() local 326 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader); in MaxClipDistancesValueInFragmentShaderTest() 411 const std::string vertex_shader = m_vertex_shader_code_case_2; in ClipDistancesValuePassing() local 414 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader); in ClipDistancesValuePassing() 716 std::string vertex_shader = m_vertex_shader_code; in prepareVertexShaderCode() local 720 …vertex_shader = gl3cts::ClipDistance::Utility::preprocessCode(vertex_shader, "CLIP_DISTANCE_REDECL… in prepareVertexShaderCode() 725 …vertex_shader = gl3cts::ClipDistance::Utility::preprocessCode(vertex_shader, "CLIP_DISTANCE_REDECL… in prepareVertexShaderCode() 730 vertex_shader = in prepareVertexShaderCode() [all …]
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D | gl3cTransformFeedbackTests.cpp | 1814 std::string vertex_shader(s_vertex_shader_template); in testInvalidVarying() local 1816 vertex_shader = gl3cts::TransformFeedback::Utilities::preprocessCode( in testInvalidVarying() 1817 vertex_shader, "TEMPLATE_INPUT_OUTPUT_DECLARATIONS", "in float data;\n"); in testInvalidVarying() 1818 …vertex_shader = gl3cts::TransformFeedback::Utilities::preprocessCode(vertex_shader, "TEMPLATE_OUTP… in testInvalidVarying() 1823 …gl, m_context.getTestContext().getLog(), NULL, NULL, NULL, vertex_shader.c_str(), s_fragment_shade… in testInvalidVarying() 1860 std::string vertex_shader(s_vertex_shader_template); in testRepeatedVarying() local 1862 vertex_shader = gl3cts::TransformFeedback::Utilities::preprocessCode( in testRepeatedVarying() 1863 vertex_shader, "TEMPLATE_INPUT_OUTPUT_DECLARATIONS", "out float result;\n"); in testRepeatedVarying() 1864 …vertex_shader = gl3cts::TransformFeedback::Utilities::preprocessCode(vertex_shader, "TEMPLATE_OUTP… in testRepeatedVarying() 1870 …gl, m_context.getTestContext().getLog(), NULL, NULL, NULL, vertex_shader.c_str(), s_fragment_shade… in testRepeatedVarying() [all …]
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/third_party/glfw/examples/ |
D | simple.c | 78 GLuint vertex_buffer, vertex_shader, fragment_shader, program; in main() local 108 vertex_shader = glCreateShader(GL_VERTEX_SHADER); in main() 109 glShaderSource(vertex_shader, 1, &vertex_shader_text, NULL); in main() 110 glCompileShader(vertex_shader); in main() 117 glAttachShader(program, vertex_shader); in main()
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D | heightmap.c | 153 GLuint vertex_shader = 0u; in make_shader_program() local 158 vertex_shader = make_shader(GL_VERTEX_SHADER, vs_text); in make_shader_program() 159 if (vertex_shader != 0u) in make_shader_program() 169 glAttachShader(program, vertex_shader); in make_shader_program() 181 glDeleteShader(vertex_shader); in make_shader_program() 189 glDeleteShader(vertex_shader); in make_shader_program()
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/third_party/vk-gl-cts/android/cts/master/vk-master/ |
D | multiview.txt | 140 dEQP-VK.multiview.index.vertex_shader.15 141 dEQP-VK.multiview.index.vertex_shader.8 142 dEQP-VK.multiview.index.vertex_shader.1_2_4_8 143 dEQP-VK.multiview.index.vertex_shader.15_15_15_15 144 dEQP-VK.multiview.index.vertex_shader.8_1_1_8 145 dEQP-VK.multiview.index.vertex_shader.5_10_5_10 146 dEQP-VK.multiview.index.vertex_shader.1_2_4_8_16_32 147 dEQP-VK.multiview.index.vertex_shader.max_multi_view_view_count 311 dEQP-VK.multiview.renderpass2.index.vertex_shader.15 312 dEQP-VK.multiview.renderpass2.index.vertex_shader.8 [all …]
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/third_party/vk-gl-cts/external/vulkancts/mustpass/master/vk-default/ |
D | multiview.txt | 140 dEQP-VK.multiview.index.vertex_shader.15 141 dEQP-VK.multiview.index.vertex_shader.8 142 dEQP-VK.multiview.index.vertex_shader.1_2_4_8 143 dEQP-VK.multiview.index.vertex_shader.15_15_15_15 144 dEQP-VK.multiview.index.vertex_shader.8_1_1_8 145 dEQP-VK.multiview.index.vertex_shader.5_10_5_10 146 dEQP-VK.multiview.index.vertex_shader.1_2_4_8_16_32 147 dEQP-VK.multiview.index.vertex_shader.max_multi_view_view_count 311 dEQP-VK.multiview.renderpass2.index.vertex_shader.15 312 dEQP-VK.multiview.renderpass2.index.vertex_shader.8 [all …]
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/third_party/skia/third_party/externals/swiftshader/tests/regres/testlists/vk-default/ |
D | multiview.txt | 140 dEQP-VK.multiview.index.vertex_shader.15 141 dEQP-VK.multiview.index.vertex_shader.8 142 dEQP-VK.multiview.index.vertex_shader.1_2_4_8 143 dEQP-VK.multiview.index.vertex_shader.15_15_15_15 144 dEQP-VK.multiview.index.vertex_shader.8_1_1_8 145 dEQP-VK.multiview.index.vertex_shader.5_10_5_10 146 dEQP-VK.multiview.index.vertex_shader.1_2_4_8_16_32 147 dEQP-VK.multiview.index.vertex_shader.max_multi_view_view_count 311 dEQP-VK.multiview.renderpass2.index.vertex_shader.15 312 dEQP-VK.multiview.renderpass2.index.vertex_shader.8 [all …]
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/third_party/vk-gl-cts/android/cts/master/vk-master-2019-03-01/ |
D | multiview.txt | 131 dEQP-VK.multiview.index.vertex_shader.15 132 dEQP-VK.multiview.index.vertex_shader.8 133 dEQP-VK.multiview.index.vertex_shader.1_2_4_8 134 dEQP-VK.multiview.index.vertex_shader.15_15_15_15 135 dEQP-VK.multiview.index.vertex_shader.8_1_1_8 136 dEQP-VK.multiview.index.vertex_shader.5_10_5_10 137 dEQP-VK.multiview.index.vertex_shader.1_2_4_8_16_32 138 dEQP-VK.multiview.index.vertex_shader.max_multi_view_view_count 293 dEQP-VK.multiview.renderpass2.index.vertex_shader.15 294 dEQP-VK.multiview.renderpass2.index.vertex_shader.8 [all …]
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/third_party/vk-gl-cts/android/cts/master/vk-master-2021-03-01/ |
D | multiview.txt | 150 dEQP-VK.multiview.dynamic_rendering.index.vertex_shader.15 151 dEQP-VK.multiview.dynamic_rendering.index.vertex_shader.8 152 dEQP-VK.multiview.dynamic_rendering.index.vertex_shader.1_2_4_8 153 dEQP-VK.multiview.dynamic_rendering.index.vertex_shader.15_15_15_15 154 dEQP-VK.multiview.dynamic_rendering.index.vertex_shader.8_1_1_8 155 dEQP-VK.multiview.dynamic_rendering.index.vertex_shader.5_10_5_10 156 dEQP-VK.multiview.dynamic_rendering.index.vertex_shader.1_2_4_8_16_32 157 dEQP-VK.multiview.dynamic_rendering.index.vertex_shader.max_multi_view_view_count
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/third_party/vk-gl-cts/external/amber/src/src/dawn/ |
D | pipeline_info.h | 48 : pipeline(the_pipeline), vertex_shader(vert), fragment_shader(frag) {} in RenderPipelineInfo() 52 ::dawn::ShaderModule vertex_shader;
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D | pipeline_info_test.cc | 41 EXPECT_FALSE(static_cast<bool>(rpi.vertex_shader)); in TEST_F()
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/third_party/skia/third_party/externals/imgui/backends/ |
D | imgui_impl_opengl3.cpp | 701 const GLchar* vertex_shader = NULL; in ImGui_ImplOpenGL3_CreateDeviceObjects() local 705 vertex_shader = vertex_shader_glsl_120; in ImGui_ImplOpenGL3_CreateDeviceObjects() 710 vertex_shader = vertex_shader_glsl_410_core; in ImGui_ImplOpenGL3_CreateDeviceObjects() 715 vertex_shader = vertex_shader_glsl_300_es; in ImGui_ImplOpenGL3_CreateDeviceObjects() 720 vertex_shader = vertex_shader_glsl_130; in ImGui_ImplOpenGL3_CreateDeviceObjects() 725 const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; in ImGui_ImplOpenGL3_CreateDeviceObjects()
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/third_party/gstreamer/gstplugins_bad/sys/d3d11/ |
D | gstd3d11shader.cpp | 255 ID3D11VertexShader * vertex_shader, ID3D11InputLayout * layout, in gst_d3d11_quad_new() argument 264 g_return_val_if_fail (vertex_shader != NULL, NULL); in gst_d3d11_quad_new() 276 quad->vs = vertex_shader; in gst_d3d11_quad_new() 285 vertex_shader->AddRef (); in gst_d3d11_quad_new()
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D | gstd3d11shader.h | 48 ID3D11VertexShader * vertex_shader,
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/third_party/mesa3d/src/gallium/auxiliary/draw/ |
D | draw_context.c | 269 if (draw->vs.vertex_shader) { in draw_is_vs_window_space() 270 struct tgsi_shader_info *info = &draw->vs.vertex_shader->info; in draw_is_vs_window_space() 642 return &draw->vs.vertex_shader->info; in draw_get_shader_info() 741 const struct tgsi_shader_info *info = &draw->vs.vertex_shader->info; in draw_total_vs_outputs() 976 return draw->vs.vertex_shader->viewport_index_output; in draw_current_shader_viewport_index_output() 990 return draw->vs.vertex_shader->info.writes_viewport_index; in draw_current_shader_uses_viewport_index() 1029 return draw->vs.vertex_shader->info.num_written_clipdistance; in draw_current_shader_num_written_clipdistances() 1039 return draw->vs.vertex_shader->info.num_written_culldistance; in draw_current_shader_num_written_culldistances()
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D | draw_pt_fetch_shade_emit.c | 76 unsigned num_vs_inputs = draw->vs.vertex_shader->info.num_inputs; in fse_prepare() 146 fse->active = draw_vs_lookup_variant(draw->vs.vertex_shader, &fse->key); in fse_prepare() 174 struct draw_vertex_shader *vs = draw->vs.vertex_shader; in fse_prepare()
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D | draw_vs.c | 128 draw->vs.vertex_shader = dvs; in draw_bind_vertex_shader() 140 draw->vs.vertex_shader = NULL; in draw_bind_vertex_shader()
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D | draw_pt_fetch_shade_pipeline_llvm.c | 289 struct draw_vertex_shader *vs = draw->vs.vertex_shader; in llvm_middle_end_prepare() 641 struct draw_vertex_shader *vshader = draw->vs.vertex_shader; in llvm_pipeline_generic() 691 struct draw_vertex_shader *vshader = draw->vs.vertex_shader; in llvm_pipeline_generic() 753 draw->vs.vertex_shader->info.writes_viewport_index)) { in llvm_pipeline_generic()
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D | draw_pt_fetch_shade_pipeline.c | 77 struct draw_vertex_shader *vs = draw->vs.vertex_shader; in fetch_pipeline_prepare() 229 struct draw_vertex_shader *vshader = draw->vs.vertex_shader; in fetch_pipeline_generic()
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D | draw_pipe_twoside.c | 106 const struct draw_vertex_shader *vs = stage->draw->vs.vertex_shader; in twoside_first_tri()
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D | draw_llvm.c | 859 llvm_vertex_shader(llvm->draw->vs.vertex_shader); in draw_llvm_create_variant() 895 if (llvm->draw->vs.vertex_shader->state.type == PIPE_SHADER_IR_TGSI) in draw_llvm_create_variant() 896 tgsi_dump(llvm->draw->vs.vertex_shader->state.tokens, 0); in draw_llvm_create_variant() 898 nir_print_shader(llvm->draw->vs.vertex_shader->state.ir.nir, stderr); in draw_llvm_create_variant() 968 const struct tgsi_token *tokens = llvm->draw->vs.vertex_shader->state.tokens; in generate_vs() 989 params.info = &llvm->draw->vs.vertex_shader->info; in generate_vs() 995 if (llvm->draw->vs.vertex_shader->state.ir.nir && in generate_vs() 996 llvm->draw->vs.vertex_shader->state.type == PIPE_SHADER_IR_NIR) in generate_vs() 998 llvm->draw->vs.vertex_shader->state.ir.nir, in generate_vs() 1008 const struct tgsi_shader_info *info = &llvm->draw->vs.vertex_shader->info; in generate_vs() [all …]
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/third_party/mesa3d/src/intel/tools/imgui/ |
D | imgui_impl_opengl3.cpp | 367 const GLchar* vertex_shader = NULL; in ImGui_ImplOpenGL3_CreateDeviceObjects() local 371 vertex_shader = vertex_shader_glsl_120; in ImGui_ImplOpenGL3_CreateDeviceObjects() 376 vertex_shader = vertex_shader_glsl_130; in ImGui_ImplOpenGL3_CreateDeviceObjects() 381 const GLchar* vertex_shader_with_version[2] = { g_GlslVersionString, vertex_shader }; in ImGui_ImplOpenGL3_CreateDeviceObjects()
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/third_party/gstreamer/gstplugins_bad/tests/examples/d3d11/ |
D | d3d11device.cpp | 298 ComPtr<ID3D11VertexShader> vertex_shader; in prepare_shader() local 300 code->GetBufferSize(), nullptr, &vertex_shader); in prepare_shader() 396 *vs = vertex_shader.Detach(); in prepare_shader()
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/third_party/ffmpeg/libavdevice/ |
D | opengl_enc.c | 196 GLuint vertex_shader; ///< Vertex shader member 295 opengl->glprocs.glDeleteShader(opengl->vertex_shader); in opengl_deinit_context() 297 opengl->vertex_shader = opengl->fragment_shader = 0; in opengl_deinit_context() 784 opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER, in opengl_compile_shaders() 786 if (!opengl->vertex_shader) { in opengl_compile_shaders() 801 opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader); in opengl_compile_shaders() 835 opengl->glprocs.glDeleteShader(opengl->vertex_shader); in opengl_compile_shaders() 838 opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0; in opengl_compile_shaders()
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/third_party/mesa3d/src/gallium/auxiliary/cso_cache/ |
D | cso_context.c | 105 void *vertex_shader, *vertex_shader_saved; member 658 if (ctx->vertex_shader != handle) { in cso_set_vertex_shader_handle() 659 ctx->vertex_shader = handle; in cso_set_vertex_shader_handle() 668 ctx->vertex_shader_saved = ctx->vertex_shader; in cso_save_vertex_shader() 674 if (ctx->vertex_shader_saved != ctx->vertex_shader) { in cso_restore_vertex_shader() 676 ctx->vertex_shader = ctx->vertex_shader_saved; in cso_restore_vertex_shader()
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