Lines Matching refs:rsg
34 static rr::GenericVecType mapToGenericVecType (const rsg::VariableType& varType) in mapToGenericVecType()
47 static glu::DataType mapToBasicType (const rsg::VariableType& varType) in mapToBasicType()
59 else if (varType.getBaseType() == rsg::VariableType::TYPE_SAMPLER_2D) in mapToBasicType()
61 else if (varType.getBaseType() == rsg::VariableType::TYPE_SAMPLER_CUBE) in mapToBasicType()
70 …gramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int num… 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 …ateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int num… in generateProgramDeclaration()
103 static const rsg::Variable* findShaderOutputByName (const rsg::Shader& shader, const char* name) in findShaderOutputByName()
105 vector<const rsg::Variable*> outputs; in findShaderOutputByName()
108 …for (vector<const rsg::Variable*>::const_iterator iter = outputs.begin(); iter != outputs.end(); +… in findShaderOutputByName()
117 static const rsg::Variable* findShaderOutputByLocation (const rsg::Shader& shader, int location) in findShaderOutputByLocation()
119 vector<const rsg::Variable*> outputs; in findShaderOutputByLocation()
122 …for (vector<const rsg::Variable*>::const_iterator iter = outputs.begin(); iter != outputs.end(); i… in findShaderOutputByLocation()
131 …::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int num… in RandomShaderProgram()
141 …TCU_CHECK_INTERNAL(m_positionVar && m_positionVar->getType().getBaseType() == rsg::VariableType::T… in RandomShaderProgram()
142 …TCU_CHECK_INTERNAL(m_fragColorVar && m_fragColorVar->getType().getBaseType() == rsg::VariableType:… in RandomShaderProgram()
145 …for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fr… in RandomShaderProgram()
147 const rsg::ShaderInput* fragInput = *fragInIter; in RandomShaderProgram()
148 …const rsg::Variable* vertexOutput = findShaderOutputByName(vertexShader, fragInput->getVariable()-… in RandomShaderProgram()
161 const rsg::Variable* uniformVar = m_unifiedUniforms[uniformNdx]->getVariable(); in refreshUniforms()
162 const rsg::VariableType& uniformType = uniformVar->getType(); in refreshUniforms()
165 …m_execCtx.getValue(uniformVar) = rsg::ConstValueAccess(uniformType, (const rsg::Scalar*)&uniformSl… in refreshUniforms()
178 const int numToExecute = de::min(numPackets-packetOffset, (int)rsg::EXEC_VEC_WIDTH); in shadeVertices()
183 const rsg::Variable* attribVar = m_vertexShader.getInputs()[attribNdx]->getVariable(); in shadeVertices()
184 const rsg::VariableType& attribType = attribVar->getType(); in shadeVertices()
186 rsg::ExecValueAccess access = m_execCtx.getValue(attribVar); in shadeVertices()
207 const rsg::ExecConstValueAccess access = m_execCtx.getValue(m_positionVar); in shadeVertices()
224 const rsg::Variable* var = m_vertexOutputs[varNdx]; in shadeVertices()
225 const rsg::VariableType& varType = var->getType(); in shadeVertices()
227 const rsg::ExecConstValueAccess access = m_execCtx.getValue(var); in shadeVertices()
250 const rsg::ExecConstValueAccess fragColorAccess = m_execCtx.getValue(m_fragColorVar); in shadeFragments()
253 DE_STATIC_ASSERT(rsg::EXEC_VEC_WIDTH % rr::NUM_FRAGMENTS_PER_PACKET == 0); in shadeFragments()
257 …const int numPacketsToExecute = de::min(numPackets-packetOffset, (int)rsg::EXEC_VEC_WIDTH / (int)r… in shadeFragments()
262 const rsg::Variable* var = m_fragmentShader.getInputs()[varNdx]->getVariable(); in shadeFragments()
263 const rsg::VariableType& varType = var->getType(); in shadeFragments()
265 rsg::ExecValueAccess access = m_execCtx.getValue(var); in shadeFragments()