Searched refs:vertexOrFragmentGroup (Results 1 – 2 of 2) sorted by relevance
/external/deqp/modules/gles2/performance/ |
D | es2pShaderControlStatementTests.cpp | 854 …ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVe… in init() local 855 ifElseGroup->addChild(vertexOrFragmentGroup); in init() 888 vertexOrFragmentGroup->addChild(new ConditionalCase(m_context, caseName.c_str(), "", in init() 896 …vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", t… in init() 900 …vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed… in init() 901 …vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed",… in init() 904 …vertexOrFragmentGroup->addChild(new EmptyWorkloadReferenceCase(m_context, "reference_empty", "", i… in init() 929 …ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVe… in init() local 930 currentLoopGroup->addChild(vertexOrFragmentGroup); in init() 943 …vertexOrFragmentGroup->addChild(new LoopCase(m_context, (string(decisionName) + "_stable").c_str()… in init() [all …]
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/external/deqp/modules/gles3/performance/ |
D | es3pShaderControlStatementTests.cpp | 866 …ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVe… in init() local 867 ifElseGroup->addChild(vertexOrFragmentGroup); in init() 900 vertexOrFragmentGroup->addChild(new ConditionalCase(m_context, caseName.c_str(), "", in init() 908 …vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", t… in init() 912 …vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed… in init() 913 …vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed",… in init() 916 …vertexOrFragmentGroup->addChild(new EmptyWorkloadReferenceCase(m_context, "reference_empty", "", i… in init() 941 …ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVe… in init() local 942 currentLoopGroup->addChild(vertexOrFragmentGroup); in init() 955 …vertexOrFragmentGroup->addChild(new LoopCase(m_context, (string(decisionName) + "_stable").c_str()… in init() [all …]
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