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

/external/deqp/modules/gles2/performance/
Des2pShaderControlStatementTests.cpp423 …vector<float> m_boundArray; // Will contain per-vertex loop bounds if using non-stable attribute… member in deqp::gles2::Performance::LoopCase
584 m_boundArray.resize(numVertices * numComponents); in init()
587 for (int i = 0; i < (int)m_boundArray.size(); i++) in init()
590 m_boundArray[i] = (i / numComponents) % 2 == 0 ? unstableBoundLow : unstableBoundHigh; in init()
592 m_boundArray[i] = 0.0f; in init()
635 …DE_ASSERT((int)m_boundArray.size() == numComponents * (getGridWidth() + 1) * (getGridHeight() + 1)… in setupProgram()
639 …gl.bufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(m_boundArray.size()*sizeof(float)), &m_boundArray[0], … in setupProgram()
662 m_boundArray.clear(); in deinit()
/external/deqp/modules/gles3/performance/
Des3pShaderControlStatementTests.cpp427 …vector<float> m_boundArray; // Will contain per-vertex loop bounds if using non-stable attribute… member in deqp::gles3::Performance::LoopCase
592 m_boundArray.resize(numVertices * numComponents); in init()
595 for (int i = 0; i < (int)m_boundArray.size(); i++) in init()
598 m_boundArray[i] = (i / numComponents) % 2 == 0 ? unstableBoundLow : unstableBoundHigh; in init()
600 m_boundArray[i] = 0.0f; in init()
643 …DE_ASSERT((int)m_boundArray.size() == numComponents * (getGridWidth() + 1) * (getGridHeight() + 1)… in setupProgram()
647 …gl.bufferData(GL_ARRAY_BUFFER, (GLsizeiptr)(m_boundArray.size()*sizeof(float)), &m_boundArray[0], … in setupProgram()
670 m_boundArray.clear(); in deinit()