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Searched defs:vertexArrays (Results 1 – 25 of 41) sorted by relevance

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/external/deqp/modules/glshared/
DglsSamplerObjectTest.cpp325 glu::VertexArrayBinding vertexArrays[] = in render() local
342 glu::VertexArrayBinding vertexArrays[] = in render() local
359 glu::VertexArrayBinding vertexArrays[] = in render() local
822 glu::VertexArrayBinding vertexArrays[] = in render() local
839 glu::VertexArrayBinding vertexArrays[] = in render() local
856 glu::VertexArrayBinding vertexArrays[] = in render() local
DglsTextureTestUtil.cpp474 const glu::VertexArrayBinding vertexArrays[] = in renderQuad() local
DglsFragmentOpUtil.cpp192 std::vector<glu::VertexArrayBinding> vertexArrays; in render() local
/external/deqp/framework/opengl/
DgluDrawUtil.cpp454 static bool isDrawCallValid (int numVertexArrays, const VertexArrayBinding* vertexArrays, const Pri… in isDrawCallValid()
495 …Context& context, deUint32 program, int numVertexArrays, const VertexArrayBinding* vertexArrays, c… in drawFromUserPointers()
527 …Context& context, deUint32 program, int numVertexArrays, const VertexArrayBinding* vertexArrays, c… in drawFromBuffers()
580 …Context& context, deUint32 program, int numVertexArrays, const VertexArrayBinding* vertexArrays, c… in drawFromVAOBuffers()
590 …Context& context, deUint32 program, int numVertexArrays, const VertexArrayBinding* vertexArrays, c… in draw()
/external/deqp/external/openglcts/modules/common/
DglcSampleVariablesTests.cpp371 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
452 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
672 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
756 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
DglcFragDepthTests.cpp222 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("a_position", 4, 4, 0, &position[0]), in iterate() local
339 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("a_position", 4, 4, 0, &position[0]), in iterate() local
DglcShaderMultisampleInterpolationTests.cpp401 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
466 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
DglcAggressiveShaderOptimizationsTests.cpp441 const glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("position", 2, 4, 0, positions), in renderAndGrabSurface() local
DglcShaderGroupVoteTests.cpp175 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("position", 2, 4, 0, position), in execute() local
DglcShaderIntegerMixTests.cpp474 glu::VertexArrayBinding vertexArrays[] = { in test() local
DglcShaderRenderCase.cpp597 vector<VertexArrayBinding>& vertexArrays) in getDefaultVertexArrays()
673 std::vector<VertexArrayBinding> vertexArrays; in render() local
/external/deqp/external/openglcts/modules/gl/
Dgl4cES31CompatibilitySampleVariablesTests.cpp369 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
450 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
674 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
757 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
Dgl4cShaderAtomicCounterOpsTests.cpp267 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("inPosition", 2, 4, 0, position) }; in renderQuad() local
357 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("position", 2, 4, 0, position), in executeComputeShader() local
Dgl4cShaderBallotTests.cpp212 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("inPosition", 2, 4, 0, position) }; in renderQuad() local
298 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("position", 2, 4, 0, position), in executeComputeShader() local
Dgl4cShaderViewportLayerArrayTests.cpp244 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("inPosition", 2, 4, 0, position), in renderQuad() local
Dgl4cSparseTexture2Tests.cpp2067 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("vertex", 3, 4, 0, vertices), in verifyStencilTest() local
2112 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("vertex", 3, 4, 0, vertices), in verifyDepthTest() local
2156 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("vertex", 3, 4, 0, vertices), in verifyDepthBoundsTest() local
Dgl4cSparseTextureClampTests.cpp503 …glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("vertex", 3, 4, 0, vertices), floatCoord… in draw() local
Dgl4cTextureFilterMinmaxTests.cpp172 glu::VertexArrayBinding vertexArrays[] = { glu::va::Float("position", 2, 4, 0, position), in renderQuad() local
/external/deqp/modules/gles3/functional/
Des3fShaderFragDataTests.cpp189 const glu::VertexArrayBinding vertexArrays[] = in iterate() local
295 const glu::VertexArrayBinding vertexArrays[] = in iterate() local
Des3fFragDepthTests.cpp221 glu::VertexArrayBinding vertexArrays[] = in iterate() local
349 glu::VertexArrayBinding vertexArrays[] = in iterate() local
Des3fShaderPrecisionTests.cpp345 vector<glu::VertexArrayBinding> vertexArrays; in iterate() local
561 vector<glu::VertexArrayBinding> vertexArrays; in iterate() local
755 vector<glu::VertexArrayBinding> vertexArrays; in iterate() local
/external/deqp/modules/gles2/functional/
Des2fShaderFragDataTests.cpp171 const glu::VertexArrayBinding vertexArrays[] = in iterate() local
/external/deqp/external/openglcts/modules/gles31/
Des31cSampleShadingTests.cpp321 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
384 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
/external/deqp/modules/gles31/functional/
Des31fStencilTexturingTests.cpp236 const glu::VertexArrayBinding vertexArrays[] = in blitStencilToColor2D() local
301 const glu::VertexArrayBinding vertexArrays[] = in blitStencilToColor2DArray() local
360 const glu::VertexArrayBinding vertexArrays[] = in blitStencilToColorCube() local
/external/deqp/modules/gles3/stress/
Des3sLongRunningShaderTests.cpp279 vector<glu::VertexArrayBinding> vertexArrays; in iterate() local

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