/external/deqp/modules/gles2/functional/ |
D | es2fDepthTests.cpp | 205 deUint32 shaderID = context.createProgram(&shader); in render() local 219 shader.setColor(context, shaderID, red); in render() 220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 222 shader.setColor(context, shaderID, green); in render() 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 227 shader.setColor(context, shaderID, red); in render() 228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render() 230 shader.setColor(context, shaderID, green); in render() 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render() 235 shader.setColor(context, shaderID, red); in render() [all …]
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D | es2fFboRenderTest.cpp | 704 deUint32 shaderID = context.createProgram(&shader); in render() local 706 shader.setUnit(context, shaderID, 0); in render() 710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 960 deUint32 shaderID = context.createProgram(&shader); in render() local 970 shader.setUnit(context, shaderID, 0); in render() 981 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 989 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 1015 deUint32 shaderID = context.createProgram(&shader); in render() local 1051 shader.setUnit(context, shaderID, 0); in render() 1052 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() [all …]
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D | es2fTextureSpecificationTests.cpp | 574 deUint32 shaderID = getCurrentContext()->createProgram(&m_tex2DShader); in renderTex2D() local 576 m_tex2DShader.setUniforms(*getCurrentContext(), shaderID); in renderTex2D() 577 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*… in renderTex2D() 601 deUint32 shaderID = getCurrentContext()->createProgram(shaders[face]); in renderTexCube() local 603 shaders[face]->setUniforms(*getCurrentContext(), shaderID); in renderTexCube() 604 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*… in renderTexCube() 1326 deUint32 shaderID = getCurrentContext()->createProgram(&shader); in createTexture() local 1332 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture() 1374 deUint32 shaderID = getCurrentContext()->createProgram(&shader); in createTexture() local 1382 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture() [all …]
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D | es2fTextureUnitTests.cpp | 904 deUint32 shaderID = context.createProgram(m_shader); in render() local 910 m_shader->setUniforms(context, shaderID); in render() 911 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
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/external/deqp/modules/gles3/functional/ |
D | es3fDepthTests.cpp | 208 deUint32 shaderID = context.createProgram(&shader); in render() local 222 shader.setColor(context, shaderID, red); in render() 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 225 shader.setColor(context, shaderID, green); in render() 226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 230 shader.setColor(context, shaderID, red); in render() 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render() 233 shader.setColor(context, shaderID, green); in render() 234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render() 238 shader.setColor(context, shaderID, red); in render() [all …]
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D | es3fTextureSpecificationTests.cpp | 312 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local 315 shader.setUniforms(*ctx, shaderID); in verifyTexture() 316 renderTex(dst, shaderID, levelW, levelH); in verifyTexture() 403 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local 406 shader.setUniforms(*ctx, shaderID); in verifyTexture() 407 renderTex(dst, shaderID, levelSize, levelSize); in verifyTexture() 503 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local 506 shader.setUniforms(*ctx, shaderID); in verifyTexture() 507 renderTex(dst, shaderID, levelW, levelH); in verifyTexture() 604 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local [all …]
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D | es3fTextureUnitTests.cpp | 1209 deUint32 shaderID = context.createProgram(m_shader); in render() local 1215 m_shader->setUniforms(context, shaderID); in render() 1216 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
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D | es3fFboRenderTest.cpp | 826 deUint32 shaderID = context.createProgram(&shader); in render() local 828 shader.setUniforms(context, shaderID); in render() 832 sglr::drawQuad(context, shaderID, Vec3(-0.9f, -0.9f, 0.0f), Vec3(0.9f, 0.9f, 0.0f)); in render()
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/external/swiftshader/src/Device/ |
D | PixelProcessor.cpp | 102 state.shaderID = context->pixelShader->getSerialID(); in update() 106 state.shaderID = 0; in update() 164 routine = (*generator)("PixelRoutine_%0.8X", state.shaderID); in routine()
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D | VertexProcessor.cpp | 80 state.shaderID = context->vertexShader->getSerialID(); in update() 108 routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); in routine()
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D | VertexProcessor.hpp | 65 uint64_t shaderID; member
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D | PixelProcessor.hpp | 66 uint64_t shaderID; member
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/external/skia/src/shaders/ |
D | SkPictureShader.cpp | 51 uint32_t shaderID, in BitmapShaderKey() 64 this->init(&gBitmapShaderKeyNamespaceLabel, MakeSharedID(shaderID), keySize); in BitmapShaderKey() 67 static uint64_t MakeSharedID(uint32_t shaderID) { in MakeSharedID() 69 return (sharedID << 32) | shaderID; in MakeSharedID()
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/external/skqp/src/shaders/ |
D | SkPictureShader.cpp | 39 uint32_t shaderID, in BitmapShaderKey() 52 this->init(&gBitmapShaderKeyNamespaceLabel, MakeSharedID(shaderID), keySize); in BitmapShaderKey() 55 static uint64_t MakeSharedID(uint32_t shaderID) { in MakeSharedID() 57 return (sharedID << 32) | shaderID; in MakeSharedID()
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/external/angle/src/libANGLE/renderer/gl/ |
D | ShaderGL.h | 23 GLuint shaderID,
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D | ShaderGL.cpp | 149 GLuint shaderID, in ShaderGL() argument 153 mShaderID(shaderID), in ShaderGL()
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/external/swiftshader/src/Renderer/ |
D | VertexProcessor.cpp | 926 state.shaderID = context->vertexShader->getSerialID(); in update() 930 state.shaderID = 0; in update() 1105 routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); in routine()
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D | VertexProcessor.hpp | 53 uint64_t shaderID; member
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D | PixelProcessor.cpp | 958 state.shaderID = context->pixelShader->getSerialID(); in update() 962 state.shaderID = 0; in update() 1200 routine = (*generator)("PixelRoutine_%0.8X", state.shaderID); in routine()
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D | PixelProcessor.hpp | 37 int shaderID; member
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/external/skia/src/gpu/gl/builders/ |
D | GrGLProgramBuilder.cpp | 601 if (GrGLuint shaderID = GrGLCompileAndAttachShader(gpu->glContext(), programID, type, glsl, in PrecompileProgram() local 603 shadersToDelete.push_back(shaderID); in PrecompileProgram()
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/external/deqp/modules/gles31/functional/ |
D | es31fTextureSpecificationTests.cpp | 289 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local 292 shader.setUniforms(*ctx, shaderID); in verifyTexture() 293 renderTex(dst, shaderID, levelSize, levelSize); in verifyTexture()
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/external/angle/src/libANGLE/ |
D | FrameCapture.cpp | 3262 gl::ShaderProgramID shaderID = in maybeCaptureClientData() local 3265 const gl::Shader *shader = context->getShader(shaderID); in maybeCaptureClientData() 3266 mCachedShaderSources[shaderID] = shader->getSourceString(); in maybeCaptureClientData()
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D | Context.cpp | 718 const ShaderProgramID shaderID = FromGL<ShaderProgramID>(createShader(type)); in createShaderProgramv() local 719 if (shaderID.value) in createShaderProgramv() 721 Shader *shaderObject = getShader(shaderID); in createShaderProgramv() 742 deleteShader(shaderID); in createShaderProgramv() 748 deleteShader(shaderID); in createShaderProgramv() 764 deleteShader(shaderID); in createShaderProgramv()
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