Searched refs:SH_HLSL_3_0_OUTPUT (Results 1 – 15 of 15) sorted by relevance
/external/angle/src/tests/compiler_tests/ |
D | EmulateGLDrawID_test.cpp | 79 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F() 80 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F() 99 EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_DrawID : register")); in TEST_F() 100 EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_DrawID : register")); in TEST_F() 150 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F() 151 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()
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D | EmulateGLBaseVertexBaseInstance_test.cpp | 78 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F() 79 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F() 103 EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_BaseVertex : register")); in TEST_F() 104 EXPECT_TRUE(foundInCode(SH_HLSL_3_0_OUTPUT, "uniform int angle_BaseInstance : register")); in TEST_F() 192 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F() 193 addOutputType(SH_HLSL_3_0_OUTPUT); in TEST_F()
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D | HLSLOutput_test.cpp | 27 HLSL30VertexOutputTest() : MatchOutputCodeTest(GL_VERTEX_SHADER, 0, SH_HLSL_3_0_OUTPUT) {} in HLSL30VertexOutputTest()
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D | DebugShaderPrecision_test.cpp | 1076 ASSERT_FALSE(compileTestShader(GL_FRAGMENT_SHADER, SH_GLES3_SPEC, SH_HLSL_3_0_OUTPUT, in TEST()
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/external/angle/src/compiler/translator/ |
D | blocklayoutHLSL.cpp | 123 case SH_HLSL_3_0_OUTPUT: in GetStrategyFor()
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D | TextureFunctionHLSL.cpp | 233 if (outputType == SH_HLSL_3_0_OUTPUT) in GetHLSLCoordCount() 282 if (outputType == SH_HLSL_3_0_OUTPUT) in OutputTextureFunctionArgumentList() 1021 if (outputType == SH_HLSL_3_0_OUTPUT) in OutputTextureSampleFunctionReturnStatement() 1073 if (outputType == SH_HLSL_3_0_OUTPUT) in OutputTextureSampleFunctionReturnStatement()
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D | TranslatorHLSL.cpp | 115 if (getOutputType() == SH_HLSL_3_0_OUTPUT && getShaderType() == GL_VERTEX_SHADER) in translate()
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D | util.cpp | 779 case SH_HLSL_3_0_OUTPUT: in IsOutputHLSL()
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D | ResourcesHLSL.cpp | 590 ASSERT(outputType == SH_HLSL_3_0_OUTPUT); in uniformsHeader()
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D | OutputHLSL.cpp | 378 if (mOutputType == SH_HLSL_3_0_OUTPUT) in OutputHLSL() 2825 if (mOutputType == SH_HLSL_3_0_OUTPUT) in visitLoop()
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/external/angle/src/tests/perf_tests/ |
D | CompilerPerf.cpp | 198 case SH_HLSL_3_0_OUTPUT: in IsPlatformAvailable()
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/external/angle/samples/shader_translator/ |
D | shader_translator.cpp | 206 output = SH_HLSL_3_0_OUTPUT; in main() 325 case SH_HLSL_3_0_OUTPUT: in main()
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/external/angle/src/compiler/fuzz/ |
D | translator_fuzzer.cpp | 169 validOutputs.push_back(SH_HLSL_3_0_OUTPUT); in LLVMFuzzerTestOneInput()
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/external/angle/include/GLSLANG/ |
D | ShaderLang.h | 68 SH_HLSL_3_0_OUTPUT = 0x8B48, // D3D 9 enumerator
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/external/angle/src/libANGLE/renderer/d3d/d3d9/ |
D | Context9.cpp | 50 return new CompilerD3D(SH_HLSL_3_0_OUTPUT); in createCompiler()
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