/external/deqp/external/openglcts/modules/gl/ |
D | gl4cIncompleteTextureAccessTests.cpp | 172 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()
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D | gl4cContextFlushControlTests.cpp | 557 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()
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D | gl4cES31CompatibilityTests.cpp | 366 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()
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D | gl4cConditionalRenderInvertedTests.cpp | 372 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()
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D | gl4cDirectStateAccessVertexArraysTests.cpp | 319 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() [all …]
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D | gl4cDirectStateAccessSamplersTests.cpp | 613 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()
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D | gl4cDirectStateAccessXFBTests.cpp | 1707 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()
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D | gl4cDirectStateAccessQueriesTests.cpp | 1779 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()
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D | gl3cTextureSizePromotion.cpp | 1433 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()
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D | gl4cDirectStateAccessTexturesTests.cpp | 911 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() [all …]
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D | gl4cDirectStateAccessBuffersTests.cpp | 5204 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()
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D | gl3cTransformFeedbackTests.cpp | 6676 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()
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D | gl4cDirectStateAccessFramebuffersAndRenderbuffersTests.cpp | 7376 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()
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/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/ |
D | esextcTextureCubeMapArrayETC2Support.cpp | 147 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()
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/external/mesa3d/src/amd/vulkan/ |
D | radv_shader.c | 465 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()
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D | radv_shader.h | 92 int shader_count,
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D | radv_pipeline.c | 1692 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()
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/external/mesa3d/src/gallium/drivers/freedreno/ir3/ |
D | ir3_compiler.h | 40 uint32_t shader_count; member
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D | ir3_shader.c | 292 shader->id = ++shader->compiler->shader_count; in ir3_shader_create() 341 shader->id = ++shader->compiler->shader_count; in ir3_shader_create_compute()
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/external/deqp/external/openglcts/modules/glesext/ |
D | esextcTestCaseBase.hpp | 162 void shaderSourceSpecialized(glw::GLuint shader_id, glw::GLsizei shader_count,
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D | esextcTestCaseBase.cpp | 347 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()
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/external/mesa3d/src/amd/common/ |
D | ac_nir_to_llvm.c | 6804 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() [all …]
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