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

/external/deqp/modules/gles2/performance/
Des2pShaderCompilationCases.cpp514 LightType m_lightType; member in deqp::gles2::Performance::ShaderCompilerLightCase
677 LightType m_lightType; member in deqp::gles2::Performance::InvalidShaderCompilerLightCase
2150 , m_lightType (lightType) in ShaderCompilerLightCase()
2198 …pecializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADE… in generateShaderData()
2199 …cializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADE… in generateShaderData()
2201 result.uniforms = lightShaderUniforms(nameSpec, m_numLights, m_lightType); in generateShaderData()
2659 , m_lightType (lightType) in InvalidShaderCompilerLightCase()
2677 …pecializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shade… in generateShaderSources()
2678 …cializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shade… in generateShaderSources()
/external/deqp/modules/gles3/performance/
Des3pShaderCompilationCases.cpp514 LightType m_lightType; member in deqp::gles3::Performance::ShaderCompilerLightCase
677 LightType m_lightType; member in deqp::gles3::Performance::InvalidShaderCompilerLightCase
2170 , m_lightType (lightType) in ShaderCompilerLightCase()
2218 …pecializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADE… in generateShaderData()
2219 …cializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, SHADE… in generateShaderData()
2221 result.uniforms = lightShaderUniforms(nameSpec, m_numLights, m_lightType); in generateShaderData()
2679 , m_lightType (lightType) in InvalidShaderCompilerLightCase()
2697 …pecializeShaderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shade… in generateShaderSources()
2698 …cializeShaderSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shade… in generateShaderSources()