/external/deqp/external/openglcts/modules/glesext/geometry_shader/ |
D | esextcGeometryShaderLimits.hpp | 61 virtual void getCapturedVaryings(const glw::GLchar* const*& out_captured_varyings_names, 64 virtual void getShaderParts(const glw::GLchar* const*& out_fragment_shader_parts, 66 const glw::GLchar* const*& out_geometry_shader_parts, 68 const glw::GLchar* const*& out_vertex_shader_parts, 91 const glw::GLchar* const* m_fragment_shader_parts; 92 const glw::GLchar* const* m_geometry_shader_parts; 93 const glw::GLchar* const* m_vertex_shader_parts; 100 const glw::GLchar* const* m_captured_varyings_names; 139 virtual void getShaderParts(const glw::GLchar* const*& out_fragment_shader_parts, 141 const glw::GLchar* const*& out_geometry_shader_parts, [all …]
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D | esextcGeometryShaderInput.hpp | 95 static const glw::GLchar* const m_fragment_shader_code; 96 static const glw::GLchar* const m_geometry_shader_code; 97 static const glw::GLchar* const m_geometry_shader_preamble_code; 98 static const glw::GLchar* const m_vertex_shader_code; 162 const glw::GLchar* input_body_part; 164 const glw::GLchar* output_body_part; 181 glw::GLint expected_array_length, glw::GLenum tf_mode, const glw::GLchar* input_body_part, 182 const glw::GLchar* output_body_part); 184 …void initCaseProgram(Case& info, const glw::GLchar** captured_varyings, glw::GLuint n_captured_var… 190 static const glw::GLchar* const m_vertex_shader_code; [all …]
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D | esextcGeometryShaderLimits.cpp | 42 const glw::GLchar* const GeometryShaderMaxUniformComponentsTest::m_vertex_shader_code = 53 const glw::GLchar* const GeometryShaderMaxUniformComponentsTest::m_geometry_shader_code_preamble = 63 const glw::GLchar* const GeometryShaderMaxUniformComponentsTest::m_geometry_shader_code_number_of_u… 66 const glw::GLchar* const GeometryShaderMaxUniformComponentsTest::m_geometry_shader_code_body = 90 const glw::GLchar* const GeometryShaderMaxUniformComponentsTest::m_fragment_shader_code = 102 const glw::GLchar* const GeometryShaderMaxUniformBlocksTest::m_vertex_shader_code = 113 const glw::GLchar* const GeometryShaderMaxUniformBlocksTest::m_geometry_shader_code_preamble = 123 const glw::GLchar* const GeometryShaderMaxUniformBlocksTest::m_geometry_shader_code_number_of_unifo… 126 const glw::GLchar* const GeometryShaderMaxUniformBlocksTest::m_geometry_shader_code_body_str = 141 const glw::GLchar* const GeometryShaderMaxUniformBlocksTest::m_geometry_shader_code_body_end = "\n" [all …]
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/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/ |
D | esextcTextureCubeMapArraySampling.hpp | 205 const glw::GLchar* name; 206 const glw::GLchar* type; 257 samplerType sampler_type, const glw::GLchar* name); 261 glw::GLenum dst_type, samplerType sampler_type, const glw::GLchar* name); 266 const glw::GLchar* m_name; 286 samplingFunctionDefinition(samplingFunction function, const glw::GLchar* name); 289 const glw::GLchar* m_name; 297 shaderConfiguration(shaderType type, glw::GLenum primitive_type, const glw::GLchar* name); 301 const glw::GLchar* m_name; 367 …void setupSampler(glw::GLuint texture_unit, const glw::GLchar* sampler_name, glw::GLuint program_i… [all …]
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D | esextcTextureCubeMapArraySampling.cpp | 78 var2str(const glw::GLchar* prefix, const glw::GLchar* name, const glw::GLchar* index) in var2str() 84 const glw::GLchar* m_prefix; 85 const glw::GLchar* m_name; 86 const glw::GLchar* m_index; 90 const glw::GLchar* const TextureCubeMapArraySamplingTest::attribute_grad_x = "grad_x"; 91 const glw::GLchar* const TextureCubeMapArraySamplingTest::attribute_grad_y = "grad_y"; 92 const glw::GLchar* const TextureCubeMapArraySamplingTest::attribute_lod = "lod"; 93 const glw::GLchar* const TextureCubeMapArraySamplingTest::attribute_refZ = "refZ"; 94 const glw::GLchar* const TextureCubeMapArraySamplingTest::attribute_texture_coordinate = "texture_c… 97 const glw::GLchar* const TextureCubeMapArraySamplingTest::compute_shader_body = [all …]
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/external/deqp/external/openglcts/modules/gl/ |
D | gl4cShadingLanguage420PackTests.cpp | 61 bool Utils::checkUniformBinding(Utils::program& program, const glw::GLchar* name, glw::GLint expect… in checkUniformBinding() 82 bool Utils::checkUniformArrayBinding(Utils::program& program, const glw::GLchar* name, glw::GLuint … in checkUniformArrayBinding() 85 GLchar buffer[64]; in checkUniformArrayBinding() 204 const GLchar* Utils::getQualifierString(Utils::QUALIFIERS qualifier) in getQualifierString() 206 const GLchar* result = 0; in getQualifierString() 278 static const GLchar* qualifier_list = "QUALIFIER QUALIFIER_LIST"; in getQualifiersListString() 282 static const GLchar* token_qualifier = "QUALIFIER"; in getQualifiersListString() 283 static const GLchar* token_qual_list = "QUALIFIER_LIST"; in getQualifiersListString() 295 const GLchar* qualifier_str = getQualifierString(qualifiers[i]); in getQualifiersListString() 354 const GLchar* Utils::getImageType(Utils::TEXTURE_TYPES type) in getImageType() [all …]
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D | gl3cTransformFeedbackTests.hpp | 80 static const glw::GLchar* m_tessellation_control_shader; 81 static const glw::GLchar* m_tessellation_evaluation_shader; 82 static const glw::GLchar* m_geometry_shader; 83 static const glw::GLchar* s_vertex_shader_with_input_output; 84 static const glw::GLchar* s_vertex_shader_with_output; 85 static const glw::GLchar* s_vertex_shader_without_output; 86 static const glw::GLchar* s_fragment_shader; 87 static const glw::GLchar* m_varying_name; 264 static const glw::GLchar* s_fragment_shader; 265 static const glw::GLchar* s_vertex_shader_template; [all …]
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D | gl4cStencilTexturingTests.hpp | 81 static const glw::GLchar* m_compute_shader_code; 82 static const glw::GLchar* m_fragment_shader_code; 83 static const glw::GLchar* m_geometry_shader_code; 84 static const glw::GLchar* m_tesselation_control_shader_code; 85 static const glw::GLchar* m_tesselation_evaluation_shader_code; 86 static const glw::GLchar* m_vertex_shader_code; 87 static const glw::GLchar* m_expected_value_depth; 88 static const glw::GLchar* m_expected_value_stencil; 89 static const glw::GLchar* m_image_definition_depth; 90 static const glw::GLchar* m_image_definition_stencil; [all …]
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D | gl4cDirectStateAccessTests.hpp | 234 glw::GLchar const* const tested_function_name); 236 glw::GLchar const* const tested_function_name); 238 glw::GLchar const* const tested_function_name); 396 static const glw::GLchar s_vertex_shader[]; 397 static const glw::GLchar s_fragment_shader[]; 398 static const glw::GLchar* const s_xfb_varying; 591 static const glw::GLchar s_vertex_shader[]; 592 static const glw::GLchar s_fragment_shader[]; 593 static const glw::GLchar s_uniform_sampler[]; 691 bool testProgramPipelineInfoLog(glw::GLchar* expected_value); [all …]
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D | gl4cEnhancedLayoutsTests.cpp | 134 static const GLchar* const g_list = "LIST"; 388 const GLchar* type = GetGLSLTypeName(); in GetGLSLConstructor() 451 const glw::GLchar* Type::GetGLSLTypeName() const in GetGLSLTypeName() 453 static const GLchar* float_lut[4][4] = { in GetGLSLTypeName() 460 static const GLchar* double_lut[4][4] = { in GetGLSLTypeName() 467 static const GLchar* int_lut[4] = { "int", "ivec2", "ivec3", "ivec4" }; in GetGLSLTypeName() 469 static const GLchar* uint_lut[4] = { "uint", "uvec2", "uvec3", "uvec4" }; in GetGLSLTypeName() 471 const GLchar* result = 0; in GetGLSLTypeName() 1110 GLchar buffer[16]; in checkVarying() 1458 bool isExtensionSupported(deqp::Context& context, const GLchar* extension_name) in isExtensionSupported() [all …]
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D | gl3cGPUShader5Tests.hpp | 72 void build(const glw::GLchar* fragment_shader_code, const glw::GLchar* vertex_shader_code); 73 void compile(glw::GLuint shader_id, const glw::GLchar* shader_code) const; 76 void setUniform(Utils::_variable_type type, const glw::GLchar* name, const glw::GLvoid* data); 86 …static void replaceToken(const glw::GLchar* token, size_t& search_position, const glw::GLchar* tex… 161 const glw::GLchar* m_destination_type; 163 const glw::GLchar* m_source_type; 172 std::string getVertexShader(const glw::GLchar* destination_type, const glw::GLchar* source_type); 290 const glw::GLchar* m_type_name; 298 const glw::GLchar* m_function_name;
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D | gl4cShadingLanguage420PackTests.hpp | 217 shaderSource(const glw::GLchar* source_code); 232 shaderCompilationException(const shaderSource& source, const glw::GLchar* message); 247 programLinkageException(const glw::GLchar* error_message); 266 void build(const glw::GLchar* compute_shader_code, const glw::GLchar* fragment_shader_code, 267 const glw::GLchar* geometry_shader_code, const glw::GLchar* tesselation_control_shader_code, 268 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code, 269 … const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable = false); 274 … const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable = false); 280 glw::GLint getAttribLocation(const glw::GLchar* name) const; 284 …glw::GLuint getSubroutineIndex(const glw::GLchar* subroutine_name, glw::GLenum shader_stage) const; [all …]
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D | gl4cGPUShaderFP64Tests.hpp | 53 void build(const glw::GLchar* compute_shader_code, const glw::GLchar* fragment_shader_code, 54 const glw::GLchar* geometry_shader_code, const glw::GLchar* tesselation_control_shader_code, 55 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code, 56 const glw::GLchar* const* varying_names, glw::GLuint n_varying_names); 58 void compile(glw::GLuint shader_id, const glw::GLchar* shader_code) const; 155 …static void replaceToken(const glw::GLchar* token, size_t& search_position, const glw::GLchar* tex… 483 const glw::GLchar* getShaderStageName(shaderStage shader_stage) const; 489 …void prepareBoilerplateShader(const glw::GLchar* stage_specific_layout, const glw::GLchar* stage_s… 497 …void prepareTestShader(const glw::GLchar* stage_specific_layout, const glw::GLchar* uniform_defini… 498 const glw::GLchar* in_variable_definitions, const glw::GLchar* out_variable_definitions, [all …]
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D | gl4cStencilTexturingTests.cpp | 48 …static GLuint createAndBuildProgram(deqp::Context& context, const GLchar* cs_code, const GLchar* f… 49 const GLchar* gs_code, const GLchar* tcs_code, const GLchar* tes_code, 50 const GLchar* vs_code); 52 …static GLuint createAndCompileShader(deqp::Context& context, const GLenum type, const GLchar* code… 60 static bool isExtensionSupported(deqp::Context& context, const GLchar* extension_name); 62 …static void replaceToken(const GLchar* token, size_t& search_position, const GLchar* text, std::st… 77 GLuint Utils::createAndBuildProgram(deqp::Context& context, const GLchar* cs_code, const GLchar* fs… in createAndBuildProgram() 78 const GLchar* gs_code, const GLchar* tcs_code, const GLchar* tes_code, in createAndBuildProgram() 79 const GLchar* vs_code) in createAndBuildProgram() 87 …const GLchar* shader_sources[N_SHADER_STAGES] = { cs_code, fs_code, gs_code, tcs_code, tes_code, v… in createAndBuildProgram() [all …]
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D | gl3cClipDistance.hpp | 104 …CompilationStatus compileShader(const glw::GLenum shader_type, const glw::GLchar* const* shader_co… 234 static const glw::GLchar* m_vertex_shader_code_case_0; 235 static const glw::GLchar* m_fragment_shader_code_case_0; 237 static const glw::GLchar* m_vertex_shader_code_case_1; 238 static const glw::GLchar* m_fragment_shader_code_case_1; 240 static const glw::GLchar* m_vertex_shader_code_case_2; 241 static const glw::GLchar* m_fragment_shader_code_case_2; 274 static const glw::GLchar* m_vertex_shader_code; 275 static const glw::GLchar* m_fragment_shader_code; 276 static const glw::GLchar* m_dynamic_array_setter; [all …]
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D | gl4cIncompleteTextureAccessTests.hpp | 119 const glw::GLchar* sampler_template; 120 const glw::GLchar* fetch_template; 126 static const glw::GLchar* s_vertex_shader; 127 static const glw::GLchar* s_fragment_shader_head; 128 static const glw::GLchar* s_fragment_shader_body; 129 static const glw::GLchar* s_fragment_shader_tail;
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D | gl4cES31CompatibilityTests.hpp | 95 const glw::GLchar* type_name; 96 const glw::GLchar* source; 126 static const glw::GLchar* s_shader_version; //!< Shader version string. 127 static const glw::GLchar* s_vertex_shader_body; //!< Vertex shader body template. 128 static const glw::GLchar* s_fragment_shader_body; //!< Fragment shader body template. 131 const glw::GLchar* vertex[3]; 132 const glw::GLchar* fragment[3];
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D | gl3cCullDistanceTests.hpp | 50 …static void buildProgram(const glw::Functions& gl, tcu::TestContext& testCtx, const glw::GLchar* c… 51 const glw::GLchar* fs_body, const glw::GLchar* gs_body, const glw::GLchar* tc_body, 52 const glw::GLchar* te_body, const glw::GLchar* vs_body, const glw::GLuint& n_tf_varyings, 53 const glw::GLchar** tf_varyings, glw::GLuint* out_program); 244 glw::GLchar* m_temp_buffer;
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D | gl4cConditionalRenderInvertedTests.hpp | 191 static const glw::GLchar s_vertex_shader[]; //!< Vertex shader source code. 192 static const glw::GLchar s_fragment_shader[]; //!< Fragment shader source code. 193 static const glw::GLchar s_color_uniform_name[]; //!< Name of the color uniform. 194 static const glw::GLchar 202 const glw::GLchar* modeToChars(glw::GLenum mode); 203 const glw::GLchar* queryTargetToChars(glw::GLenum mode);
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D | gl3cTextureSizePromotion.hpp | 132 const glw::GLchar* internal_format_name; //!< String representing texture internal format. 178 …static const glw::GLchar* s_source_texture_targets_names[]; //!< Targets' names (strings) for logg… 181 …static const glw::GLchar* s_color_channel_names[]; //!< Color channel names (like in enum) for log… 183 static const glw::GLchar* 185 static const glw::GLchar* s_fragment_shader_template; //!< Fragment shader source code template. 249 glw::GLenum target, const glw::GLchar* target_name); 389 glw::GLuint buildProgram(glw::Functions const& gl, tcu::TestLog& log, glw::GLchar const* const vert… 390 glw::GLchar const* const fragment_shader_source);
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/external/deqp/external/openglcts/modules/glesext/gpu_shader5/ |
D | esextcGPUShader5TextureGatherOffset.hpp | 52 const glw::GLchar* attribute_name; 71 virtual void getShaderParts(std::vector<const glw::GLchar*>& out_vertex_shader_parts) = 0; 80 std::vector<const glw::GLchar*>& captured_varyings) = 0; 127 static const glw::GLchar* const m_fragment_shader_code; 128 std::vector<const glw::GLchar*> m_vertex_shader_parts; 131 static const glw::GLchar* const m_sampler_uniform_name; 132 static const glw::GLchar* const m_reference_sampler_uniform_name; 151 std::vector<const glw::GLchar*> m_captured_varying_names; 166 static const glw::GLchar* const m_coordinates_attribute_name; 212 std::vector<const glw::GLchar*>& out_captured_varyings); [all …]
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/external/mesa3d/src/mesa/main/ |
D | shaderapi.h | 50 _mesa_copy_string(GLchar *dst, GLsizei maxLength, 51 GLsizei *length, const GLchar *src); 108 _mesa_GetFragDataLocation(GLuint program, const GLchar *name); 111 _mesa_GetFragDataIndex(GLuint program, const GLchar *name); 126 _mesa_GetShaderSource(GLuint, GLsizei, GLsizei *, GLchar *); 141 _mesa_ShaderSource_no_error(GLuint, GLsizei, const GLchar* const *, 145 _mesa_ShaderSource(GLuint, GLsizei, const GLchar* const *, const GLint *); 157 _mesa_BindAttribLocation_no_error(GLuint program, GLuint, const GLchar *); 160 _mesa_BindAttribLocation(GLuint program, GLuint, const GLchar *); 164 const GLchar *name); [all …]
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/external/deqp/external/openglcts/modules/common/ |
D | glcMultipleContextsTests.cpp | 74 …void getShaders(const glw::GLchar*& out_vertex_shader_code, const glw::GLchar*& out_tesselation_co… 75 const glw::GLchar*& out_tesselation_evaluation_shader_code, 76 const glw::GLchar*& out_geometry_shader_code, const glw::GLchar*& out_fragment_shader_code); 342 void UniformPreservationTest::getShaders(const glw::GLchar*& out_vertex_shader_code, in getShaders() 343 const glw::GLchar*& out_tesselation_control_shader_code, in getShaders() 344 const glw::GLchar*& out_tesselation_evaluation_shader_code, in getShaders() 345 const glw::GLchar*& out_geometry_shader_code, in getShaders() 346 const glw::GLchar*& out_fragment_shader_code) in getShaders() 348 static const GLchar* vertex_shader_code = "#version 400 core\n" in getShaders() 383 static const GLchar* tesselation_control_shader_code = in getShaders() [all …]
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D | glcViewportArrayTests.hpp | 108 shaderCompilationException(const glw::GLchar* source, const glw::GLchar* message); 123 programLinkageException(const glw::GLchar* error_message); 142 void build(const glw::GLchar* compute_shader_code, const glw::GLchar* fragment_shader_code, 143 const glw::GLchar* geometry_shader_code, const glw::GLchar* tesselation_control_shader_code, 144 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code, 145 … const glw::GLchar* const* varying_names, glw::GLuint n_varying_names, bool is_separable = false); 147 void compile(glw::GLuint shader_id, const glw::GLchar* source) const; 149 glw::GLint getAttribLocation(const glw::GLchar* name) const; 151 …glw::GLuint getSubroutineIndex(const glw::GLchar* subroutine_name, glw::GLenum shader_stage) const; 153 …glw::GLint getSubroutineUniformLocation(const glw::GLchar* uniform_name, glw::GLenum shader_stage)… [all …]
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D | glcSeparableProgramsTransformFeedbackTests.cpp | 69 const GLchar* source; 70 const GLchar* const* tfVaryings; 82 static const GLchar* vs_code = "${VERSION}\n" 91 static const GLchar* vs_tf_varyings[] = { "o_vert" }; 93 static const GLchar* tcs_code = "${VERSION}\n" 107 static const GLchar* tes_code = "${VERSION}\n" 117 static const GLchar* tes_tf_varyings[] = { "o_tess" }; 119 static const GLchar* gs_code = "${VERSION}\n" 138 static const GLchar* gs_tf_varyings[] = { "o_geom" }; 140 static const GLchar* fs_code = "${VERSION}\n" [all …]
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