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Searched refs:fragment_stage (Results 1 – 2 of 2) sorted by relevance

/external/vulkan-validation-layers/layers/
Dshader_validation.cpp2184 int fragment_stage = GetShaderStageId(VK_SHADER_STAGE_FRAGMENT_BIT); in ValidateAndCapturePipelineShaderState() local
2218 while (!shaders[producer] && producer != fragment_stage) { in ValidateAndCapturePipelineShaderState()
2223 for (; producer != fragment_stage && consumer <= fragment_stage; consumer++) { in ValidateAndCapturePipelineShaderState()
2236 if (shaders[fragment_stage] && shaders[fragment_stage]->has_valid_spirv) { in ValidateAndCapturePipelineShaderState()
2237 …alidateFsOutputsAgainstRenderPass(report_data, shaders[fragment_stage], entrypoints[fragment_stage in ValidateAndCapturePipelineShaderState()
/external/deqp/external/openglcts/modules/common/
DglcMultipleContextsTests.cpp127 GLuint fragment_stage = ((bit_field & (0x01 << 4)) >> 4); in set() local
135 m_fragment_shader_stage = subroutine_indices[fragment_stage].m_fragment_shader_stage; in set()