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Searched refs:CompileStatus (Results 1 – 14 of 14) sorted by relevance

/external/angle/src/libANGLE/
DShader.cpp129 mCompileStatus(CompileStatus::NOT_COMPILED) in ShaderState()
342 mState.mCompileStatus = CompileStatus::COMPILE_REQUESTED; in compile()
413 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
486 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
495 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
504 mState.mCompileStatus = CompileStatus::NOT_COMPILED; in resolveCompile()
590 mState.mCompileStatus = success ? CompileStatus::COMPILED : CompileStatus::NOT_COMPILED; in resolveCompile()
626 return mState.mCompileStatus == CompileStatus::COMPILED; in isCompiled()
DShader.h52 enum class CompileStatus enum
90 bool compilePending() const { return mCompileStatus == CompileStatus::COMPILE_REQUESTED; } in compilePending()
113 CompileStatus getCompileStatus() const { return mCompileStatus; } in getCompileStatus()
157 CompileStatus mCompileStatus;
/external/deqp/doc/
Dqpa_file_format.txt85 <VertexShader CompileStatus="[status]">
89 <FragmentShader CompileStatus="[status]">
138 <CompileInfo CompileStatus="[status]">[string]</CompileInfo>
/external/mesa3d/src/mesa/main/
Dglspirv.c93 sh->CompileStatus = COMPILE_FAILURE; in _mesa_spirv_shader_binary()
347 if (sh->CompileStatus) { in _mesa_SpecializeShaderARB()
413 sh->CompileStatus = COMPILE_SUCCESS; in _mesa_SpecializeShaderARB()
Dshaderapi.c1034 *params = shader->CompileStatus ? GL_TRUE : GL_FALSE; in get_shaderiv()
1147 if (sh->CompileStatus == COMPILE_SKIPPED && !sh->FallbackSource) { in set_shader_source()
1198 sh->CompileStatus = COMPILE_FAILURE; in _mesa_compile_shader()
1218 if (sh->CompileStatus) { in _mesa_compile_shader()
1237 if (!sh->CompileStatus) { in _mesa_compile_shader()
Dff_fragment_shader.cpp1115 p.shader->CompileStatus = COMPILE_SUCCESS; in create_new_program()
Dmtypes.h2631 enum gl_compile_status CompileStatus; member
/external/mesa3d/src/compiler/glsl/
Dglsl_parser_extras.cpp2066 assert(shader->CompileStatus != COMPILE_FAILURE && in opt_shader_and_create_symbol_table()
2141 shader->CompileStatus = COMPILE_SKIPPED; in can_skip_compile()
2159 if (shader->CompileStatus == COMPILE_SUCCESS) in can_skip_compile()
2243 shader->CompileStatus = state->error ? COMPILE_FAILURE : COMPILE_SUCCESS; in _mesa_glsl_compile_shader()
2274 if (ctx->Cache && shader->CompileStatus == COMPILE_SUCCESS) { in _mesa_glsl_compile_shader()
Dstandalone.cpp511 if (!shader->CompileStatus) { in standalone_compile_shader()
Dglsl_to_nir.cpp2677 sh->CompileStatus = COMPILE_FAILURE; in glsl_float64_funcs_to_nir()
2680 if (!sh->CompileStatus) { in glsl_float64_funcs_to_nir()
/external/angle/src/libANGLE/capture/
Dframe_capture_utils.cpp227 static const char *CompileStatusToString(gl::CompileStatus status) in CompileStatusToString()
231 ENUM_TO_STRING(gl::CompileStatus, NOT_COMPILED); in CompileStatusToString()
232 ENUM_TO_STRING(gl::CompileStatus, COMPILE_REQUESTED); in CompileStatusToString()
233 ENUM_TO_STRING(gl::CompileStatus, COMPILED); in CompileStatusToString()
/external/mesa3d/src/mesa/program/
Dprog_print.c1008 shader->CompileStatus ? "ok" : "fail"); in _mesa_write_shader_to_file()
Dir_to_mesa.cpp3086 if (!prog->Shaders[i]->CompileStatus) { in _mesa_glsl_link_shader()
/external/mesa3d/src/mesa/drivers/common/
Dmeta.c148 sh->CompileStatus = COMPILE_FAILURE; in meta_compile_shader_with_debug()
151 if (!sh->CompileStatus) { in meta_compile_shader_with_debug()