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

/external/deqp/modules/gles2/performance/
Des2pShaderControlStatementTests.cpp854 …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()
896vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", t… in init()
900vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed… in init()
901vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed",… in init()
904vertexOrFragmentGroup->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()
943vertexOrFragmentGroup->addChild(new LoopCase(m_context, (string(decisionName) + "_stable").c_str()… in init()
[all …]
/external/deqp/modules/gles3/performance/
Des3pShaderControlStatementTests.cpp866 …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()
908vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", t… in init()
912vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed… in init()
913vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed",… in init()
916vertexOrFragmentGroup->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()
955vertexOrFragmentGroup->addChild(new LoopCase(m_context, (string(decisionName) + "_stable").c_str()… in init()
[all …]