Lines Matching refs:shaderValidity
2476 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INV… in iterate() local
2480 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in iterate()
2486 …x.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity); in iterate()
2487 …fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity); in iterate()
2691 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2695 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2697 …haderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity); in generateShaderSources()
2698 …derSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity); in generateShaderSources()
2719 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2723 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2725 …Source(textureLookupVertexTemplate(m_conditionalUsage, m_conditionalType), specID, shaderValidity); in generateShaderSources()
2726 …okupFragmentTemplate(m_numLookups, m_conditionalUsage, m_conditionalType), specID, shaderValidity); in generateShaderSources()
2748 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2752 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2754 …rtexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity); in generateShaderSources()
2755 …mentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity); in generateShaderSources()
2776 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2780 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2784 …alizeShaderSource(binaryOpVertexTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity); in generateShaderSources()
2785 …fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity); in generateShaderSources()
2789 …t.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity); in generateShaderSources()
2790 …izeShaderSource(binaryOpFragmentTemplate(m_numOperations, m_oper.c_str()), specID, shaderValidity); in generateShaderSources()
2810 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local
2814 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources()
2816 …sult.vertShaderSource = specializeShaderSource(mandelbrotVertexTemplate(), specID, shaderValidity); in generateShaderSources()
2817 …specializeShaderSource(mandelbrotFragmentTemplate(m_numFractalIterations), specID, shaderValidity); in generateShaderSources()