/external/swiftshader/src/OpenGL/libGLESv2/ |
D | Shader.cpp | 305 case GL_FLOAT_VEC4: return true; in compareVarying() 313 case GL_FLOAT_VEC4: in compareVarying() 318 case GL_FLOAT_VEC4: return true; in compareVarying() 331 case GL_FLOAT_VEC4: return false; in compareVarying() 344 case GL_FLOAT_VEC4: return false; in compareVarying() 357 case GL_FLOAT_VEC4: return false; in compareVarying()
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D | utilities.cpp | 70 case GL_FLOAT_VEC4: in UniformComponentCount() 107 case GL_FLOAT_VEC4: in UniformComponentType() 211 case GL_FLOAT_VEC4: in VariableRowCount() 279 case GL_FLOAT_VEC4: in VariableColumnCount()
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D | Program.cpp | 499 static GLenum floatType[] = { GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4 }; in setUniformfv() 1118 case GL_FLOAT_VEC4: applyUniform4fv(device, location, size, f); break; in applyUniforms()
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/external/deqp/modules/glshared/ |
D | glsAttributeLocationTests.cpp | 885 …attributes.push_back(Attribute(AttribType("vec4", 1, GL_FLOAT_VEC4), "a_1", Attribute::LOC_UNDEF, … in iterate() 945 const AttribType vec4("vec4", 1, GL_FLOAT_VEC4); in iterate() 1022 attributes.push_back(Attribute(AttribType("vec4", 1, GL_FLOAT_VEC4), "a_0")); in iterate() 1043 attributes.push_back(Attribute(AttribType("vec4", 1, GL_FLOAT_VEC4), "a_0")); in iterate() 1064 attributes.push_back(Attribute(AttribType("vec4", 1, GL_FLOAT_VEC4), "a_0")); in iterate() 1141 const AttribType vec4("vec4", 1, GL_FLOAT_VEC4); in iterate() 1242 const AttribType vec4("vec4", 1, GL_FLOAT_VEC4); in iterate() 1282 const AttribType vec4("vec4", 1, GL_FLOAT_VEC4); in iterate() 1315 const AttribType vec4 ("vec4", 1, GL_FLOAT_VEC4); in iterate() 1358 const AttribType vec4 ("vec4", 1, GL_FLOAT_VEC4); in iterate() [all …]
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/external/deqp/external/openglcts/modules/gl/ |
D | gl4cProgramInterfaceQueryTests.cpp | 519 GLint expected[] = { 9, GL_FLOAT_VEC4, 1, 0, 0, 0, 0, 0, 1, 0, 0 }; in Run() 534 GLint expected2[] = { 6, GL_FLOAT_VEC4, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0 }; in Run() 808 GLint expected[] = { 6, GL_FLOAT_VEC4, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1 }; in Run() 1227 GLint expected[] = { 6, GL_FLOAT_VEC4, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1 }; in Run() 1314 …6, GL_FLOAT_VEC4, 1, -1, -1, -1, -1, 0, -1, 0, 0, 0, 0, 0, 1, glGetUniformLocation(program, "repos… in Run() 1319 …8, GL_FLOAT_VEC4, 1, -1, -1, -1, -1, 0, -1, 0, 1, 0, 0, 0, 0, glGetUniformLocation(program, "recol… in Run() 1483 2, GL_FLOAT_VEC4, 1, -1, -1, -1, -1, 0, -1, 0, 0, 0, 0, 0, 1, glGetUniformLocation(program, "a") in Run() 1517 … 4, GL_FLOAT_VEC4, 1, -1, -1, -1, -1, 0, -1, 0, 1, 0, 0, 0, 0, glGetUniformLocation(program, "j.b") in Run() 3526 …11, GL_FLOAT_VEC4, 5, -1, -1, -1, -1, 0, -1, 0, 0, 0, 0, 0, 1, glGetUniformLocation(program, "a[2]… in Run() 3599 …GLint expected5[] = { 11, GL_FLOAT_VEC4, 3, static_cast<GLint>(indicesSSB["Block"]), 0, 0, 1, 0, 0… in Run() [all …]
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/external/deqp/external/openglcts/modules/gles31/ |
D | es31cExplicitUniformLocationTest.cpp | 421 case GL_FLOAT_VEC4: in fill() 742 : index(_index), embeddedRetVal(GL_FLOAT_VEC4, generator) in SubroutineFunction() 1458 case GL_FLOAT_VEC4: in setUniform() 2139 …uniforms.push_back(Uniform(uniformValueGenerator, GL_FLOAT_VEC4, Loc::C(2), DefOccurence::FSH_OR_C… in Run() 2152 Uniform(uniformValueGenerator, GL_FLOAT_VEC4, Loc::C(0x0a, Loc::Hex), DefOccurence::FSH_OR_CSH)); in Run() 2154 Uniform(uniformValueGenerator, GL_FLOAT_VEC4, Loc::C(010, Loc::Oct), DefOccurence::FSH_OR_CSH)); in Run() 2165 uniforms.push_back(Uniform(uniformValueGenerator, GL_FLOAT_VEC4, Loc::C(2))); in Run() 2178 uniforms.push_back(Uniform(uniformValueGenerator, GL_FLOAT_VEC4, Loc::C(2))); in Run() 2179 uniforms.push_back(Uniform(uniformValueGenerator, GL_FLOAT_VEC4, Loc::C(3))); in Run() 2180 uniforms.push_back(Uniform(uniformValueGenerator, GL_FLOAT_VEC4, Loc::C(5))); in Run() [all …]
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/external/deqp/modules/gles3/functional/ |
D | es3fAttribLocationTests.cpp | 47 AttribType("vec4", 1, GL_FLOAT_VEC4), in createAttributeLocationTests() 81 AttribType("vec4", 1, GL_FLOAT_VEC4), in createAttributeLocationTests()
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D | es3fShaderStateQueryTests.cpp | 1627 { "vec4", "", "highp", "", "uniformValue.x", GL_FLOAT_VEC4, 1, GL_FALSE }, in test()
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/external/deqp-deps/glslang/glslang/MachineIndependent/ |
D | gl_types.h | 29 #define GL_FLOAT_VEC4 0x8B52 macro
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/external/deqp/modules/gles2/functional/ |
D | es2fAttribLocationTests.cpp | 54 AttribType("vec4", 1, GL_FLOAT_VEC4), in createAttributeLocationTests()
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D | es2fShaderStateQueryTests.cpp | 1329 …{ "vec4", "", "highp", "", "uniformValue.x", GL_FLOAT_VEC4, 1, GL_FALSE }, in test()
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/external/mesa3d/src/compiler/glsl/ |
D | opt_dead_builtin_varyings.cpp | 114 var->type->gl_type != GL_FLOAT_VEC4) in visit_enter()
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/external/mesa3d/src/compiler/ |
D | builtin_type_macros.h | 52 DECL_TYPE(vec4, GL_FLOAT_VEC4, GLSL_TYPE_FLOAT, 4, 1)
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/external/deqp/framework/opengl/ |
D | gluShaderUtil.cpp | 1134 case GL_FLOAT_VEC4: return TYPE_FLOAT_VEC4; in getDataTypeFromGLType()
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D | gluStrUtil.inl | 956 case GL_FLOAT_VEC4: return "GL_FLOAT_VEC4";
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/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES2/ |
D | gl2.h | 381 #define GL_FLOAT_VEC4 0x8B52 macro
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/external/swiftshader/include/GLES2/ |
D | gl2.h | 316 #define GL_FLOAT_VEC4 0x8B52 macro
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/external/mesa3d/include/GLES2/ |
D | gl2.h | 316 #define GL_FLOAT_VEC4 0x8B52 macro
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/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/ |
D | gl3.h | 405 #define GL_FLOAT_VEC4 0x8B52 macro
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/external/swiftshader/include/GLES3/ |
D | gl3.h | 316 #define GL_FLOAT_VEC4 0x8B52 macro
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/external/mesa3d/include/GLES3/ |
D | gl3.h | 316 #define GL_FLOAT_VEC4 0x8B52 macro
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D | gl31.h | 318 #define GL_FLOAT_VEC4 0x8B52 macro
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D | gl32.h | 318 #define GL_FLOAT_VEC4 0x8B52 macro
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/external/deqp/framework/opengl/wrapper/ |
D | glwEnums.inl | 924 #define GL_FLOAT_VEC4 0x8B52 macro
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/external/swiftshader/src/OpenGL/compiler/ |
D | OutputASM.cpp | 48 case 4: return GL_FLOAT_VEC4; in glVariableType()
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