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Searched refs:GLchar (Results 1 – 25 of 193) sorted by relevance

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/external/deqp/external/openglcts/modules/glesext/geometry_shader/
DesextcGeometryShaderLimits.hpp61 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,
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DesextcGeometryShaderInput.hpp95 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;
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DesextcGeometryShaderLimits.cpp42 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"
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/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/
DesextcTextureCubeMapArraySampling.hpp205 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…
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DesextcTextureCubeMapArraySampling.cpp78 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 =
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/external/deqp/external/openglcts/modules/gl/
Dgl4cShadingLanguage420PackTests.cpp61 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()
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Dgl3cTransformFeedbackTests.hpp80 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;
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Dgl4cStencilTexturingTests.hpp81 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;
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Dgl4cDirectStateAccessTests.hpp234 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);
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Dgl4cEnhancedLayoutsTests.cpp134 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()
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Dgl3cGPUShader5Tests.hpp72 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;
Dgl4cShadingLanguage420PackTests.hpp217 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;
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Dgl4cGPUShaderFP64Tests.hpp53 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,
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Dgl4cStencilTexturingTests.cpp48 …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()
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Dgl3cClipDistance.hpp104 …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;
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Dgl4cIncompleteTextureAccessTests.hpp119 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;
Dgl4cES31CompatibilityTests.hpp95 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];
Dgl3cCullDistanceTests.hpp50 …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;
Dgl4cConditionalRenderInvertedTests.hpp191 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);
Dgl3cTextureSizePromotion.hpp132 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);
/external/deqp/external/openglcts/modules/glesext/gpu_shader5/
DesextcGPUShader5TextureGatherOffset.hpp52 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);
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/external/mesa3d/src/mesa/main/
Dshaderapi.h50 _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);
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/external/deqp/external/openglcts/modules/common/
DglcMultipleContextsTests.cpp74 …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()
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DglcViewportArrayTests.hpp108 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)…
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DglcSeparableProgramsTransformFeedbackTests.cpp69 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"
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