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Searched refs:shader_count (Results 1 – 22 of 22) sorted by relevance

/external/deqp/external/openglcts/modules/gl/
Dgl4cIncompleteTextureAccessTests.cpp172 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in PrepareProgram() local
182 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
248 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
291 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
Dgl4cContextFlushControlTests.cpp557 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in createProgram() local
567 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
610 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
635 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
Dgl4cES31CompatibilityTests.cpp366 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in createProgram() local
382 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
453 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
504 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
Dgl4cConditionalRenderInvertedTests.cpp372 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in createProgram() local
382 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
425 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
450 for (glw::GLuint i = 0; i < shader_count; ++i) in createProgram()
Dgl4cDirectStateAccessVertexArraysTests.cpp319 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in BuildProgram() local
331 for (glw::GLuint i = 0; i < shader_count; ++i) in BuildProgram()
409 for (glw::GLuint i = 0; i < shader_count; ++i) in BuildProgram()
452 for (glw::GLuint i = 0; i < shader_count; ++i) in BuildProgram()
887 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in PrepareProgram() local
897 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
967 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
1010 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
1334 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in PrepareProgram() local
1344 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
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Dgl4cDirectStateAccessSamplersTests.cpp613 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in prepareProgram() local
623 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
687 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
730 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
Dgl4cDirectStateAccessXFBTests.cpp1707 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in prepareProgram() local
1717 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
1785 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
1828 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
Dgl4cDirectStateAccessQueriesTests.cpp1779 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in prepareProgram() local
1789 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
1857 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
1900 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
Dgl3cTextureSizePromotion.cpp1433 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in buildProgram() local
1443 for (glw::GLuint i = 0; i < shader_count; ++i) in buildProgram()
1505 for (glw::GLuint i = 0; i < shader_count; ++i) in buildProgram()
1548 for (glw::GLuint i = 0; i < shader_count; ++i) in buildProgram()
Dgl4cDirectStateAccessTexturesTests.cpp911 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in PrepareProgram() local
921 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
985 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
1028 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
2089 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in PrepareProgram() local
2099 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
2163 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
2206 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
3500 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in PrepareProgram() local
3512 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
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Dgl4cDirectStateAccessBuffersTests.cpp5204 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in BuildProgram() local
5214 for (glw::GLuint i = 0; i < shader_count; ++i) in BuildProgram()
5282 for (glw::GLuint i = 0; i < shader_count; ++i) in BuildProgram()
5325 for (glw::GLuint i = 0; i < shader_count; ++i) in BuildProgram()
Dgl3cTransformFeedbackTests.cpp6676 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in buildProgram() local
6686 for (glw::GLuint i = 0; i < shader_count; ++i) in buildProgram()
6763 for (glw::GLuint i = 0; i < shader_count; ++i) in buildProgram()
6807 for (glw::GLuint i = 0; i < shader_count; ++i) in buildProgram()
Dgl4cDirectStateAccessFramebuffersAndRenderbuffersTests.cpp7376 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in PrepareProgram() local
7385 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
7449 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
7492 for (glw::GLuint i = 0; i < shader_count; ++i) in PrepareProgram()
/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/
DesextcTextureCubeMapArrayETC2Support.cpp147 glw::GLuint const shader_count = sizeof(shader) / sizeof(shader[0]); in prepareProgram() local
154 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
232 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
266 for (glw::GLuint i = 0; i < shader_count; ++i) in prepareProgram()
/external/mesa3d/src/amd/vulkan/
Dradv_shader.c465 int shader_count, in shader_variant_create() argument
495 assert(shader_count == 1); in shader_variant_create()
500 &variant->info, shaders, shader_count, options, in shader_variant_create()
537 int shader_count, in radv_shader_variant_create() argument
552 …return shader_variant_create(device, module, shaders, shader_count, shaders[shader_count - 1]->inf… in radv_shader_variant_create()
Dradv_shader.h92 int shader_count,
Dradv_pipeline.c1692 int shader_count = 0; in radv_link_shaders() local
1695 ordered_shaders[shader_count++] = shaders[MESA_SHADER_FRAGMENT]; in radv_link_shaders()
1698 ordered_shaders[shader_count++] = shaders[MESA_SHADER_GEOMETRY]; in radv_link_shaders()
1701 ordered_shaders[shader_count++] = shaders[MESA_SHADER_TESS_EVAL]; in radv_link_shaders()
1704 ordered_shaders[shader_count++] = shaders[MESA_SHADER_TESS_CTRL]; in radv_link_shaders()
1707 ordered_shaders[shader_count++] = shaders[MESA_SHADER_VERTEX]; in radv_link_shaders()
1710 for (int i = 1; i < shader_count; ++i) { in radv_link_shaders()
/external/mesa3d/src/gallium/drivers/freedreno/ir3/
Dir3_compiler.h40 uint32_t shader_count; member
Dir3_shader.c292 shader->id = ++shader->compiler->shader_count; in ir3_shader_create()
341 shader->id = ++shader->compiler->shader_count; in ir3_shader_create_compute()
/external/deqp/external/openglcts/modules/glesext/
DesextcTestCaseBase.hpp162 void shaderSourceSpecialized(glw::GLuint shader_id, glw::GLsizei shader_count,
DesextcTestCaseBase.cpp347 void TestCaseBase::shaderSourceSpecialized(glw::GLuint shader_id, glw::GLsizei shader_count, in shaderSourceSpecialized() argument
352 std::string specialized = specializeShader(shader_count, shader_string); in shaderSourceSpecialized()
/external/mesa3d/src/amd/common/
Dac_nir_to_llvm.c6804 int shader_count, in ac_translate_nir_to_llvm() argument
6835 for(int i = 0; i < shader_count; ++i) in ac_translate_nir_to_llvm()
6844 for (int i = 0; i < shader_count; ++i) { in ac_translate_nir_to_llvm()
6850 create_function(&ctx, shaders[shader_count - 1]->info.stage, shader_count >= 2, in ac_translate_nir_to_llvm()
6851 shader_count >= 2 ? shaders[shader_count - 2]->info.stage : MESA_SHADER_VERTEX); in ac_translate_nir_to_llvm()
6862 if (shader_count >= 2) in ac_translate_nir_to_llvm()
6866 shaders[shader_count - 1]->info.stage == MESA_SHADER_TESS_CTRL) in ac_translate_nir_to_llvm()
6869 for(int i = 0; i < shader_count; ++i) { in ac_translate_nir_to_llvm()
6912 if (shader_count >= 2) { in ac_translate_nir_to_llvm()
6932 else if(shader_count >= 2 && shaders[i]->info.stage == MESA_SHADER_GEOMETRY) in ac_translate_nir_to_llvm()
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