Lines Matching refs:isVertex
2863 bool isVertex = isFrag == 0; in addShaderCompilationPerformanceCases() local
2864 const char* vertFragStr = isVertex ? "vertex" : "fragment"; in addShaderCompilationPerformanceCases()
2874 …ontext, caseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, numLights, (Ligh… in addShaderCompilationPerformanceCases()
2875 …ontext, caseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, numLights, (Ligh… in addShaderCompilationPerformanceCases()
2887 …", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, numLights, (Ligh… in addShaderCompilationPerformanceCases()
2992 bool isVertex = isFrag == 0; in addShaderCompilationPerformanceCases() local
2993 const char* vertFragStr = isVertex ? "vertex" : "fragment"; in addShaderCompilationPerformanceCases()
3011 …t, validCaseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, (LoopType)loopTy… in addShaderCompilationPerformanceCases()
3012 …t, validCaseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, (LoopType)loopTy… in addShaderCompilationPerformanceCases()
3029 …", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, (LoopType)loopTy… in addShaderCompilationPerformanceCases()
3053 bool isVertex = isFrag == 0; in addShaderCompilationPerformanceCases() local
3054 const char* vertFragStr = isVertex ? "vertex" : "fragment"; in addShaderCompilationPerformanceCases()
3064 …context, caseName.c_str(), "", caseID++, true /* avoid cache */, false, isVertex, "*", numOpers)); in addShaderCompilationPerformanceCases()
3065 …context, caseName.c_str(), "", caseID++, false /* allow cache */, false, isVertex, "*", numOpers)); in addShaderCompilationPerformanceCases()
3077 …"", caseID++, (InvalidShaderCompilerCase::InvalidityType)invalidityType, isVertex, "*", numOpers)); in addShaderCompilationPerformanceCases()
3133 bool isVertex = isFrag == 0; in addShaderCompilationPerformanceCases() local
3134 string vtxFragSuffix = isVertex ? "_vertex" : "_fragment"; in addShaderCompilationPerformanceCases()
3139 …ilerLightCase(context, dirLightName.c_str(), "", caseID++, false, true, isVertex, 2, LIGHT_DIRECTI… in addShaderCompilationPerformanceCases()
3140 …rCompilerLoopCase(context, loopName.c_str(), "", caseID++, false, true, isVertex, LOOP_TYPE_STATIC… in addShaderCompilationPerformanceCases()
3141 … ShaderCompilerOperCase(context, multCase.c_str(), "", caseID++, false, true, isVertex, "*", 100)); in addShaderCompilationPerformanceCases()