/external/angle/src/tests/compiler_tests/ |
D | CollectVariables_test.cpp | 95 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); in validateDepthRangeShader() 310 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, attribute.precision); in TEST_F() 345 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); in TEST_F() 383 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); in TEST_F() 436 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, structField.precision); in TEST_F() 484 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, structField.precision); in TEST_F() 531 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, structField.precision); in TEST_F() 680 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision); in TEST_F() 703 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, outputVariable->precision); in TEST_F() 830 EXPECT_GLENUM_EQ(GL_HIGH_FLOAT, field.precision); in TEST_F() [all …]
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/external/angle/src/compiler/translator/ |
D | CollectVariables.cpp | 422 nearInfo.precision = GL_HIGH_FLOAT; in visitSymbol() 430 farInfo.precision = GL_HIGH_FLOAT; in visitSymbol() 438 diffInfo.precision = GL_HIGH_FLOAT; in visitSymbol()
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D | util.cpp | 453 return GL_HIGH_FLOAT; in GLVariablePrecision()
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/external/deqp/modules/gles2/functional/ |
D | es2fShaderStateQueryTests.cpp | 2219 …if (m_shaderType == GL_FRAGMENT_SHADER && (m_precisionType == GL_HIGH_FLOAT || m_precisionType == … in test() 2327 …, "precision_vertex_highp_float", "GetShaderPrecisionFormat", GL_VERTEX_SHADER, GL_HIGH_FLOAT)); in init() 2333 …precision_fragment_highp_float", "GetShaderPrecisionFormat", GL_FRAGMENT_SHADER, GL_HIGH_FLOAT)); in init()
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/external/angle/src/libANGLE/renderer/gl/ |
D | functionsgl_enums.h | 925 #define GL_HIGH_FLOAT 0x8DF2 macro
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D | renderergl_utils.cpp | 654 caps->vertexHighpFloat = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_HIGH_FLOAT); in GenerateCaps() 657 caps->fragmentHighpFloat = QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_HIGH_FLOAT); in GenerateCaps()
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/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES2/ |
D | gl2.h | 421 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderStateQueryTests.cpp | 3566 if (m_precisionType == GL_HIGH_FLOAT) in test() 3696 …, "precision_vertex_highp_float", "GetShaderPrecisionFormat", GL_VERTEX_SHADER, GL_HIGH_FLOAT)); in init() 3702 …precision_fragment_highp_float", "GetShaderPrecisionFormat", GL_FRAGMENT_SHADER, GL_HIGH_FLOAT)); in init()
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/external/mesa3d/include/GLES2/ |
D | gl2.h | 346 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/angle/include/GLES2/ |
D | gl2.h | 346 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/swiftshader/include/GLES2/ |
D | gl2.h | 346 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/deqp/framework/opengl/ |
D | gluStrUtil.inl | 1554 case GL_HIGH_FLOAT: return "GL_HIGH_FLOAT";
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/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES3/ |
D | gl3.h | 445 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/angle/include/GLES3/ |
D | gl3.h | 346 #define GL_HIGH_FLOAT 0x8DF2 macro
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D | gl31.h | 348 #define GL_HIGH_FLOAT 0x8DF2 macro
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D | gl32.h | 348 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/mesa3d/include/GLES3/ |
D | gl3.h | 346 #define GL_HIGH_FLOAT 0x8DF2 macro
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D | gl31.h | 346 #define GL_HIGH_FLOAT 0x8DF2 macro
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D | gl32.h | 346 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/mesa3d/src/mesa/main/ |
D | shaderapi.c | 2268 case GL_HIGH_FLOAT: in _mesa_GetShaderPrecisionFormat()
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/external/swiftshader/include/GLES3/ |
D | gl3.h | 346 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/deqp/framework/opengl/wrapper/ |
D | glwEnums.inl | 1217 #define GL_HIGH_FLOAT 0x8DF2 macro
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/external/angle/src/libANGLE/ |
D | Context.cpp | 6287 case GL_HIGH_FLOAT: in getShaderPrecisionFormat() 6316 case GL_HIGH_FLOAT: in getShaderPrecisionFormat()
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/external/swiftshader/src/OpenGL/compiler/ |
D | OutputASM.cpp | 184 case EbpHigh: return GL_HIGH_FLOAT; in glVariablePrecision()
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | libGLESv2.cpp | 3209 case GL_HIGH_FLOAT: in GetShaderPrecisionFormat()
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