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Lines Matching refs:isVertex

2843 				bool		isVertex	= isFrag == 0;  in addShaderCompilationPerformanceCases()  local
2844 const char* vertFragStr = isVertex ? "vertex" : "fragment"; in addShaderCompilationPerformanceCases()
2854 …ontext, caseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, numLights, (Ligh… in addShaderCompilationPerformanceCases()
2855 …ontext, caseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, numLights, (Ligh… in addShaderCompilationPerformanceCases()
2867 …", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, numLights, (Ligh… in addShaderCompilationPerformanceCases()
2972 bool isVertex = isFrag == 0; in addShaderCompilationPerformanceCases() local
2973 const char* vertFragStr = isVertex ? "vertex" : "fragment"; in addShaderCompilationPerformanceCases()
2991 …t, validCaseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, (LoopType)loopTy… in addShaderCompilationPerformanceCases()
2992 …t, validCaseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, (LoopType)loopTy… in addShaderCompilationPerformanceCases()
3009 …", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, (LoopType)loopTy… in addShaderCompilationPerformanceCases()
3033 bool isVertex = isFrag == 0; in addShaderCompilationPerformanceCases() local
3034 const char* vertFragStr = isVertex ? "vertex" : "fragment"; in addShaderCompilationPerformanceCases()
3044 …context, caseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, "*", numOpers)); in addShaderCompilationPerformanceCases()
3045 …context, caseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, "*", numOpers)); in addShaderCompilationPerformanceCases()
3057 …"", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, "*", numOpers)); in addShaderCompilationPerformanceCases()
3113 bool isVertex = isFrag == 0; in addShaderCompilationPerformanceCases() local
3114 string vtxFragSuffix = isVertex ? "_vertex" : "_fragment"; in addShaderCompilationPerformanceCases()
3119 …ilerLightCase(context, dirLightName.c_str(), "", caseID++, false, true, isVertex, 2, LIGHT_DIRECTI… in addShaderCompilationPerformanceCases()
3120 …rCompilerLoopCase(context, loopName.c_str(), "", caseID++, false, true, isVertex, LOOP_TYPE_STATIC… in addShaderCompilationPerformanceCases()
3121 … ShaderCompilerOperCase(context, multCase.c_str(), "", caseID++, false, true, isVertex, "*", 100)); in addShaderCompilationPerformanceCases()