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Searched refs:ShaderInput (Results 1 – 24 of 24) sorted by relevance

/third_party/vk-gl-cts/framework/randomshaders/
DrsgProgramGenerator.cpp54 vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator in generate()
63 …const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and … in generate()
70 const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms(); in generate()
71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms(); in generate()
72 vector<ShaderInput*> unifiedSamplers; in generate()
76 …for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i… in generate()
82 …for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(… in generate()
89 …for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end();… in generate()
91 ShaderInput* input = *i; in generate()
DrsgShader.hpp64 class ShaderInput class
67 ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange);
68 ~ShaderInput (void) {} in ~ShaderInput()
109 std::vector<ShaderInput*>& getInputs (void) { return m_inputs; } in getInputs()
110 std::vector<ShaderInput*>& getUniforms (void) { return m_uniforms; } in getUniforms()
113 const std::vector<ShaderInput*>& getInputs (void) const { return m_inputs; } in getInputs()
114 const std::vector<ShaderInput*>& getUniforms (void) const { return m_uniforms; } in getUniforms()
123 std::vector<ShaderInput*> m_inputs;
124 std::vector<ShaderInput*> m_uniforms;
DrsgShaderGenerator.cpp162 void fillUndefinedShaderInputs (vector<ShaderInput*>& inputs) in fillUndefinedShaderInputs()
164 for (vector<ShaderInput*>::iterator i = inputs.begin(); i != inputs.end(); i++) in fillUndefinedShaderInputs()
173 …enerate (const ShaderParameters& shaderParams, Shader& shader, const vector<ShaderInput*>& outputs) in generate()
194 for (vector<ShaderInput*>::const_iterator i = outputs.begin(); i != outputs.end(); i++) in generate()
196 const ShaderInput* input = *i; in generate()
282 vector<ShaderInput*>& inputs = shader.getInputs(); in generate()
283 vector<ShaderInput*>& uniforms = shader.getUniforms(); in generate()
292 inputs.push_back(new ShaderInput(variable, value->getValueRange())); in generate()
301 uniforms.push_back(new ShaderInput(variable, value->getValueRange())); in generate()
DrsgUtils.cpp36 void addNewUniforms (vector<const ShaderInput*>& uniforms, set<string>& addedUniforms, const Shader… in addNewUniforms()
38 const vector<ShaderInput*>& shaderUniforms = shader.getUniforms(); in addNewUniforms()
39 …for (vector<ShaderInput*>::const_iterator i = shaderUniforms.begin(); i != shaderUniforms.end(); i… in addNewUniforms()
41 const ShaderInput* uniform = *i; in addNewUniforms()
50 …onst Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms) in computeUnifiedUniforms()
114 …::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms) in computeUniformValues()
117 for (vector<const ShaderInput*>::const_iterator i = uniforms.begin(); i != uniforms.end(); i++) in computeUniformValues()
119 const ShaderInput* uniform = *i; in computeUniformValues()
DrsgProgramExecutor.cpp224 const vector<ShaderInput*>& inputs = vertexShader.getInputs(); in execute()
238 for (vector<ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in execute()
240 const ShaderInput* input = *i; in execute()
285 const vector<ShaderInput*>& inputs = fragmentShader.getInputs(); in execute()
314 for (vector<ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in execute()
316 const ShaderInput* input = *i; in execute()
DrsgUtils.hpp38 …nst Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
39 …:Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms);
DrsgShader.cpp58 ShaderInput::ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange) in ShaderInput() function in rsg::ShaderInput
DrsgShaderGenerator.hpp42 … (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
DrsgTest.cpp60 std::vector<const rsg::ShaderInput*> uniforms; in runTest()
/third_party/vk-gl-cts/modules/glshared/
DglsRandomShaderProgram.cpp70 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified… in generateProgramDeclaration()
75 …for (vector<rsg::ShaderInput*>::const_iterator vtxInIter = vertexShader.getInputs().begin(); vtxIn… in generateProgramDeclaration()
77 const rsg::ShaderInput* vertexInput = *vtxInIter; in generateProgramDeclaration()
81 …for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fr… in generateProgramDeclaration()
83 const rsg::ShaderInput* fragInput = *fragInIter; in generateProgramDeclaration()
89 const rsg::ShaderInput* uniform = unifiedUniforms[uniformNdx]; in generateProgramDeclaration()
96 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified… in generateProgramDeclaration()
131 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified… in RandomShaderProgram()
145 …for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fr… in RandomShaderProgram()
147 const rsg::ShaderInput* fragInput = *fragInIter; in RandomShaderProgram()
DglsRandomShaderProgram.hpp33 class ShaderInput;
44 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified…
55 const rsg::ShaderInput* const* m_unifiedUniforms;
DglsRandomShaderCase.cpp78 VertexArray::VertexArray (const rsg::ShaderInput* input, int numVertices) in VertexArray()
148 std::vector<const rsg::ShaderInput*> unifiedUniforms; in init()
154 const vector<rsg::ShaderInput*>& inputs = m_vertexShader.getInputs(); in init()
157 for (vector<rsg::ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in init()
159 const rsg::ShaderInput* input = *i; in init()
240 static int getNumSamplerUniforms (const std::vector<rsg::ShaderInput*>& uniforms) in getNumSamplerUniforms()
244 …for (std::vector<rsg::ShaderInput*>::const_iterator it = uniforms.begin(); it != uniforms.end(); +… in getNumSamplerUniforms()
DglsRandomShaderCase.hpp47 VertexArray (const rsg::ShaderInput* input, int numVertices);
57 const rsg::ShaderInput* m_input;
DglsFragOpInteractionCase.cpp79 static void computeVertexLayout (const vector<rsg::ShaderInput*>& attributes, int numVertices, vect… in computeVertexLayout()
85 …for (vector<rsg::ShaderInput*>::const_iterator iter = attributes.begin(); iter != attributes.end()… in computeVertexLayout()
87 const rsg::ShaderInput* attrib = *iter; in computeVertexLayout()
108 VertexDataStorage (const vector<rsg::ShaderInput*>& attributes, int numVertices);
124 VertexDataStorage::VertexDataStorage (const vector<rsg::ShaderInput*>& attributes, int numVertices) in VertexDataStorage()
365 static int findShaderInputIndex (const vector<rsg::ShaderInput*>& vars, const char* name) in findShaderInputIndex()
539 const rsg::ShaderInput* shaderIn = m_vertexShader.getInputs()[attribNdx]; in iterate()
DglsFragOpInteractionCase.hpp72 std::vector<const rsg::ShaderInput*> m_unifiedUniforms;
/third_party/mesa3d/src/gallium/drivers/r600/sfn/
Dsfn_shader.h101 class ShaderInput : public ShaderIO {
103 ShaderInput();
104 ShaderInput(int location, int name);
134 using InputIterator = std::map<int, ShaderInput>::iterator;
175 void add_input(const ShaderInput& input) { in add_input()
268 const ShaderInput& input(int base) const;
275 IOMap<ShaderInput>& inputs() {return m_inputs;} in inputs()
329 IOMap<ShaderInput> m_inputs;
Dsfn_shader.cpp137 ShaderInput::ShaderInput(int location, int name): in ShaderInput() function in r600::ShaderInput
142 ShaderInput::ShaderInput(): in ShaderInput() function in r600::ShaderInput
143 ShaderInput(-1, -1) in ShaderInput()
148 void ShaderInput::do_print(std::ostream& os) const in do_print()
158 void ShaderInput::set_interpolator(int interp, int interp_loc, bool uses_interpolate_at_centroid) in set_interpolator()
165 void ShaderInput::set_uses_interpolate_at_centroid() in set_uses_interpolate_at_centroid()
273 ShaderInput input(pos, name); in read_input()
1416 const ShaderInput& Shader::input(int base) const in input()
Dsfn_shader_fs.cpp245 ShaderInput input(ninputs(), TGSI_SEMANTIC_SAMPLEMASK); in do_allocate_reserved_registers()
257 ShaderInput input(ninputs(), TGSI_SEMANTIC_SAMPLEID); in do_allocate_reserved_registers()
359 ShaderInput pos_input(m_pos_driver_loc, name); in scan_input()
369 ShaderInput face_input(m_face_driver_loc, name); in scan_input()
444 ShaderInput input(driver_location, name); in scan_input()
Dsfn_shader_gs.cpp142 ShaderInput input(driver_location, semantic.first); in process_load_input()
Dsfn_shader_vs.cpp498 ShaderInput input(driver_location, location); in load_input()
/third_party/vk-gl-cts/modules/gles2/functional/
Des2fShaderMatrixTests.cpp110 struct ShaderInput struct
112 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() function
588 ShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc()
742 …ontext& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in…
752 ShaderInput m_in0;
753 ShaderInput m_in1;
757 …ontext& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in… in ShaderMatrixCase()
826 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in init()
1053 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in setupUniforms()
1168 ShaderInput matIn (inputType, matType, precision); in init()
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/third_party/vk-gl-cts/external/vulkancts/modules_no_buildgn/vulkan/shaderrender/
DvktShaderRenderMatrixTests.cpp210 struct ShaderInput struct
212 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() argument
1116 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc()
1391 const ShaderInput in0,
1392 const ShaderInput in1,
1402 const ShaderInput m_in0;
1403 const ShaderInput m_in1;
1410 const ShaderInput in0, in ShaderMatrixInstance()
1411 const ShaderInput in1, in ShaderMatrixInstance()
1470 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in ShaderMatrixInstance()
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/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/shaderrender/
DvktShaderRenderMatrixTests.cpp210 struct ShaderInput struct
212 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() argument
1116 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc()
1391 const ShaderInput in0,
1392 const ShaderInput in1,
1402 const ShaderInput m_in0;
1403 const ShaderInput m_in1;
1410 const ShaderInput in0, in ShaderMatrixInstance()
1411 const ShaderInput in1, in ShaderMatrixInstance()
1470 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in ShaderMatrixInstance()
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/third_party/vk-gl-cts/modules/gles3/functional/
Des3fShaderMatrixTests.cpp216 struct ShaderInput struct
218 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() argument
1122 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc()
1373 …ontext& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in…
1383 ShaderInput m_in0;
1384 ShaderInput m_in1;
1389 …ontext& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in… in ShaderMatrixCase()
1487 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in init()
1752 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in setupUniforms()
1896 ShaderInput matIn (inputType, matType, precision); in init()
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