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Searched refs:SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER (Results 1 – 9 of 9) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/tests/compiler_tests/
DOVR_multiview2_test.cpp648 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
663 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
679 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
719 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
736 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
756 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
DOVR_multiview_test.cpp626 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
641 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
657 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
700 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
717 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
737 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
DCollectVariables_test.cpp1037 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER); in TEST_F()
/third_party/skia/third_party/externals/angle2/samples/shader_translator/
Dshader_translator.cpp255 compileOptions |= SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER; in main()
325 compileOptions &= ~SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER; in main()
/third_party/skia/third_party/externals/angle2/src/compiler/translator/tree_ops/
DDeclareAndInitBuiltinsForInstancedMultiview.cpp166 const bool selectView = (compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0; in DeclareAndInitBuiltinsForInstancedMultiview()
/third_party/skia/third_party/externals/angle2/src/compiler/fuzz/
Dtranslator_fuzzer.cpp46 SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER;
/third_party/skia/third_party/externals/angle2/src/libANGLE/renderer/gl/
DShaderGL.cpp335 additionalOptions |= SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER; in compile()
/third_party/skia/third_party/externals/angle2/include/GLSLANG/
DShaderLang.h244 const ShCompileOptions SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER = UINT64_C(1) << 31; variable
/third_party/skia/third_party/externals/angle2/src/compiler/translator/
DOutputGLSLBase.cpp1461 if (isVertexShader && (compileOptions & SH_SELECT_VIEW_IN_NV_GLSL_VERTEX_SHADER) != 0) in EmitMultiviewGLSL()