Lines Matching refs:shaderValidity
2456 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INV… in iterate() local
2460 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in iterate()
2466 …x.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity); in iterate()
2467 …fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity); in iterate()
2671 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2675 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2677 …haderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity); in generateShaderSources()
2678 …derSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity); in generateShaderSources()
2699 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2703 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2705 …Source(textureLookupVertexTemplate(m_conditionalUsage, m_conditionalType), specID, shaderValidity); in generateShaderSources()
2706 …okupFragmentTemplate(m_numLookups, m_conditionalUsage, m_conditionalType), specID, shaderValidity); in generateShaderSources()
2728 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2732 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2734 …rtexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity); in generateShaderSources()
2735 …mentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity); in generateShaderSources()
2756 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2760 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2764 …alizeShaderSource(binaryOpVertexTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity); in generateShaderSources()
2765 …fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity); in generateShaderSources()
2769 …t.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity); in generateShaderSources()
2770 …izeShaderSource(binaryOpFragmentTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity); in generateShaderSources()
2790 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2794 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2796 …sult.vertShaderSource = specializeShaderSource(mandelbrotVertexTemplate(), specID, shaderValidity); in generateShaderSources()
2797 …specializeShaderSource(mandelbrotFragmentTemplate(m_numFractalIterations), specID, shaderValidity); in generateShaderSources()