Searched refs:shaderValidity (Results 1 – 2 of 2) sorted by relevance
/external/deqp/modules/gles2/performance/ |
D | es2pShaderCompilationCases.cpp | 2456 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INV… in iterate() local 2460 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in iterate() 2466 …x.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity); in iterate() 2467 …fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity); in iterate() 2671 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local 2675 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources() 2677 …haderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity); in generateShaderSources() 2678 …derSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity); in generateShaderSources() 2699 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local 2703 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources() [all …]
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/external/deqp/modules/gles3/performance/ |
D | es3pShaderCompilationCases.cpp | 2476 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INV… in iterate() local 2480 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in iterate() 2486 …x.vertShaderSource = specializeShaderSource(singleVaryingVertexTemplate(), specID, shaderValidity); in iterate() 2487 …fragShaderSource = specializeShaderSource(singleVaryingFragmentTemplate(), specID, shaderValidity); in iterate() 2691 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local 2695 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources() 2697 …haderSource(lightVertexTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity); in generateShaderSources() 2698 …derSource(lightFragmentTemplate(m_numLights, m_isVertexCase, m_lightType), specID, shaderValidity); in generateShaderSources() 2719 …ShaderValidity shaderValidity = m_invalidityType == INVALIDITY_INVALID_CHAR ? SHADER_VALIDITY_INVA… in generateShaderSources() local 2723 DE_ASSERT(shaderValidity != SHADER_VALIDITY_LAST); in generateShaderSources() [all …]
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