Searched refs:SH_HLSL_3_0_OUTPUT (Results 1 – 14 of 14) sorted by relevance
79 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()80 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()99 EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_DrawID : register")); in TEST_F()100 EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_DrawID : register")); in TEST_F()150 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()151 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()
94 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()95 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()119 EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_BaseVertex : register")); in TEST_F()120 EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_BaseInstance : register")); in TEST_F()208 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()209 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()
27 HLSL30VertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, 0, SH_HLSL_3_0_OUTPUT) {} in HLSL30VertexOutputTest()
233 if (outputType == SH_HLSL_3_0_OUTPUT) in GetHLSLCoordCount()282 if (outputType == SH_HLSL_3_0_OUTPUT) in OutputTextureFunctionArgumentList()1021 if (outputType == SH_HLSL_3_0_OUTPUT) in OutputTextureSampleFunctionReturnStatement()1073 if (outputType == SH_HLSL_3_0_OUTPUT) in OutputTextureSampleFunctionReturnStatement()
123 case SH_HLSL_3_0_OUTPUT: in GetStrategyFor()
131 if (getOutputType() == SH_HLSL_3_0_OUTPUT && getShaderType() == GL_VERTEX_SHADER) in translate()
779 case SH_HLSL_3_0_OUTPUT: in IsOutputHLSL()
590 ASSERT(outputType == SH_HLSL_3_0_OUTPUT); in uniformsHeader()
378 if (mOutputType == SH_HLSL_3_0_OUTPUT) in OutputHLSL()2830 if (mOutputType == SH_HLSL_3_0_OUTPUT) in visitLoop()
197 case SH_HLSL_3_0_OUTPUT: in IsPlatformAvailable()
203 output = SH_HLSL_3_0_OUTPUT; in main()322 case SH_HLSL_3_0_OUTPUT: in main()
169 validOutputs.push_back(SH_HLSL_3_0_OUTPUT); in LLVMFuzzerTestOneInput()
68 SH_HLSL_3_0_OUTPUT = 0x8B48, // D3D 9 enumerator
50 return new CompilerD3D(SH_HLSL_3_0_OUTPUT); in createCompiler()