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

/external/deqp/modules/gles2/performance/
Des2pShaderCompilationCases.cpp2456 …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()
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/external/deqp/modules/gles3/performance/
Des3pShaderCompilationCases.cpp2476 …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()
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