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Searched refs:shaderID (Results 1 – 19 of 19) sorted by relevance

/external/deqp/modules/gles2/functional/
Des2fDepthTests.cpp205 deUint32 shaderID = context.createProgram(&shader); in render() local
219 shader.setColor(context, shaderID, red); in render()
220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
222 shader.setColor(context, shaderID, green); in render()
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
227 shader.setColor(context, shaderID, red); in render()
228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render()
230 shader.setColor(context, shaderID, green); in render()
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render()
235 shader.setColor(context, shaderID, red); in render()
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Des2fFboRenderTest.cpp704 deUint32 shaderID = context.createProgram(&shader); in render() local
706 shader.setUnit(context, shaderID, 0); in render()
710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
960 deUint32 shaderID = context.createProgram(&shader); in render() local
970 shader.setUnit(context, shaderID, 0); in render()
981 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
989 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
1015 deUint32 shaderID = context.createProgram(&shader); in render() local
1051 shader.setUnit(context, shaderID, 0); in render()
1052 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
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Des2fTextureSpecificationTests.cpp574 deUint32 shaderID = getCurrentContext()->createProgram(&m_tex2DShader); in renderTex2D() local
576 m_tex2DShader.setUniforms(*getCurrentContext(), shaderID); in renderTex2D()
577 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*… in renderTex2D()
601 deUint32 shaderID = getCurrentContext()->createProgram(shaders[face]); in renderTexCube() local
603 shaders[face]->setUniforms(*getCurrentContext(), shaderID); in renderTexCube()
604 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*… in renderTexCube()
1326 deUint32 shaderID = getCurrentContext()->createProgram(&shader); in createTexture() local
1332 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture()
1374 deUint32 shaderID = getCurrentContext()->createProgram(&shader); in createTexture() local
1382 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture()
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Des2fTextureUnitTests.cpp904 deUint32 shaderID = context.createProgram(m_shader); in render() local
910 m_shader->setUniforms(context, shaderID); in render()
911 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
/external/deqp/modules/gles3/functional/
Des3fDepthTests.cpp208 deUint32 shaderID = context.createProgram(&shader); in render() local
222 shader.setColor(context, shaderID, red); in render()
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
225 shader.setColor(context, shaderID, green); in render()
226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
230 shader.setColor(context, shaderID, red); in render()
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render()
233 shader.setColor(context, shaderID, green); in render()
234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render()
238 shader.setColor(context, shaderID, red); in render()
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Des3fTextureSpecificationTests.cpp312 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
315 shader.setUniforms(*ctx, shaderID); in verifyTexture()
316 renderTex(dst, shaderID, levelW, levelH); in verifyTexture()
403 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
406 shader.setUniforms(*ctx, shaderID); in verifyTexture()
407 renderTex(dst, shaderID, levelSize, levelSize); in verifyTexture()
503 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
506 shader.setUniforms(*ctx, shaderID); in verifyTexture()
507 renderTex(dst, shaderID, levelW, levelH); in verifyTexture()
604 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
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Des3fTextureUnitTests.cpp1209 deUint32 shaderID = context.createProgram(m_shader); in render() local
1215 m_shader->setUniforms(context, shaderID); in render()
1216 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
Des3fFboRenderTest.cpp826 deUint32 shaderID = context.createProgram(&shader); in render() local
828 shader.setUniforms(context, shaderID); in render()
832 sglr::drawQuad(context, shaderID, Vec3(-0.9f, -0.9f, 0.0f), Vec3(0.9f, 0.9f, 0.0f)); in render()
/external/skia/src/shaders/
DSkPictureShader.cpp39 uint32_t shaderID, in BitmapShaderKey()
52 this->init(&gBitmapShaderKeyNamespaceLabel, MakeSharedID(shaderID), keySize); in BitmapShaderKey()
55 static uint64_t MakeSharedID(uint32_t shaderID) { in MakeSharedID()
57 return (sharedID << 32) | shaderID; in MakeSharedID()
/external/skqp/src/shaders/
DSkPictureShader.cpp39 uint32_t shaderID, in BitmapShaderKey()
52 this->init(&gBitmapShaderKeyNamespaceLabel, MakeSharedID(shaderID), keySize); in BitmapShaderKey()
55 static uint64_t MakeSharedID(uint32_t shaderID) { in MakeSharedID()
57 return (sharedID << 32) | shaderID; in MakeSharedID()
/external/swiftshader/src/Device/
DVertexProcessor.cpp393 state.shaderID = context->vertexShader->getSerialID(); in update()
450 routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); in routine()
DPixelProcessor.cpp630 state.shaderID = context->pixelShader->getSerialID(); in update()
634 state.shaderID = 0; in update()
777 routine = (*generator)("PixelRoutine_%0.8X", state.shaderID); in routine()
DVertexProcessor.hpp52 uint64_t shaderID; member
DPixelProcessor.hpp35 int shaderID; member
/external/swiftshader/src/Renderer/
DVertexProcessor.cpp930 state.shaderID = context->vertexShader->getSerialID(); in update()
934 state.shaderID = 0; in update()
1110 routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); in routine()
DPixelProcessor.cpp962 state.shaderID = context->pixelShader->getSerialID(); in update()
966 state.shaderID = 0; in update()
1204 routine = (*generator)("PixelRoutine_%0.8X", state.shaderID); in routine()
DVertexProcessor.hpp51 uint64_t shaderID; member
DPixelProcessor.hpp35 int shaderID; member
/external/deqp/modules/gles31/functional/
Des31fTextureSpecificationTests.cpp289 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
292 shader.setUniforms(*ctx, shaderID); in verifyTexture()
293 renderTex(dst, shaderID, levelSize, levelSize); in verifyTexture()