/external/angle/src/libANGLE/ |
D | GLES1Renderer.cpp | 55 Program *programObject = getProgram(mProgramState.program); in prepareForDraw() local 64 setUniform1i(context, programObject, mProgramState.enableAlphaTestLoc, in prepareForDraw() 66 setUniform1i(context, programObject, mProgramState.enableLightingLoc, in prepareForDraw() 68 setUniform1i(context, programObject, mProgramState.enableRescaleNormalLoc, in prepareForDraw() 70 setUniform1i(context, programObject, mProgramState.enableNormalizeLoc, in prepareForDraw() 72 setUniform1i(context, programObject, mProgramState.enableColorMaterialLoc, in prepareForDraw() 74 setUniform1i(context, programObject, mProgramState.fogEnableLoc, in prepareForDraw() 84 setUniform1i(context, programObject, mProgramState.enableClipPlanesLoc, enableClipPlanes); in prepareForDraw() 143 setUniform1iv(context, programObject, mProgramState.enableTexture2DLoc, kTexUnitCount, in prepareForDraw() 145 setUniform1iv(context, programObject, mProgramState.enableTextureCubeMapLoc, kTexUnitCount, in prepareForDraw() [all …]
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D | Context.cpp | 856 gl::Program *programObject = getProgramNoResolveLink(programID); in createShaderProgramv() local 857 ASSERT(programObject); in createShaderProgramv() 864 programObject->setSeparable(true); in createShaderProgramv() 866 programObject->attachShader(shaderObject); in createShaderProgramv() 868 if (programObject->link(this) != angle::Result::Continue) in createShaderProgramv() 874 if (onProgramLink(programObject) != angle::Result::Continue) in createShaderProgramv() 887 programObject->detachShader(this, shaderObject); in createShaderProgramv() 891 InfoLog &programInfoLog = programObject->getExecutable().getInfoLog(); in createShaderProgramv() 2640 Program *programObject = getProgramResolveLink(program); in bindUniformLocation() local 2641 ASSERT(programObject); in bindUniformLocation() [all …]
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D | GLES1Renderer.h | 75 Program *programObject, 79 Program *programObject, 83 void setUniformMatrix4fv(Program *programObject, 88 void setUniform4fv(Program *programObject, 92 void setUniform3fv(Program *programObject, 96 void setUniform2fv(Program *programObject, 100 void setUniform1f(Program *programObject, UniformLocation location, GLfloat value); 101 void setUniform1fv(Program *programObject,
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D | validationES31.cpp | 282 bool ValidateProgramResourceIndex(const Program *programObject, in ValidateProgramResourceIndex() argument 290 static_cast<GLuint>(programObject->getState().getProgramInputs().size())); in ValidateProgramResourceIndex() 293 return (index < static_cast<GLuint>(programObject->getOutputResourceCount())); in ValidateProgramResourceIndex() 296 return (index < static_cast<GLuint>(programObject->getActiveUniformCount())); in ValidateProgramResourceIndex() 299 return (index < static_cast<GLuint>(programObject->getActiveBufferVariableCount())); in ValidateProgramResourceIndex() 302 return (index < static_cast<GLuint>(programObject->getActiveShaderStorageBlockCount())); in ValidateProgramResourceIndex() 305 return (index < programObject->getActiveUniformBlockCount()); in ValidateProgramResourceIndex() 308 return (index < programObject->getActiveAtomicCounterBufferCount()); in ValidateProgramResourceIndex() 311 return (index < static_cast<GLuint>(programObject->getTransformFeedbackVaryingCount())); in ValidateProgramResourceIndex() 326 Program *programObject = GetValidProgram(context, program); in ValidateProgramUniformBase() local [all …]
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D | validationES3.cpp | 3881 Program *programObject = GetValidProgram(context, program); in ValidateTransformFeedbackVaryings() local 3882 if (!programObject) in ValidateTransformFeedbackVaryings() 3911 Program *programObject = GetValidProgram(context, program); in ValidateGetTransformFeedbackVarying() local 3912 if (!programObject) in ValidateGetTransformFeedbackVarying() 3917 if (index >= static_cast<GLuint>(programObject->getTransformFeedbackVaryingCount())) in ValidateGetTransformFeedbackVarying() 4093 Program *programObject = GetValidProgram(context, program); in ValidateGetFragDataLocation() local 4094 if (!programObject) in ValidateGetFragDataLocation() 4099 if (!programObject->isLinked()) in ValidateGetFragDataLocation() 4126 Program *programObject = GetValidProgram(context, program); in ValidateGetUniformIndices() local 4127 if (!programObject) in ValidateGetUniformIndices() [all …]
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D | validationES2.cpp | 3254 Program *programObject = GetValidProgram(context, program); in ValidateBindUniformLocationCHROMIUM() local 3255 if (!programObject) in ValidateBindUniformLocationCHROMIUM() 3849 Program *programObject = GetValidProgram(context, program); in ValidateAttachShader() local 3850 if (!programObject) in ValidateAttachShader() 3861 if (programObject->getAttachedShader(shaderObject->getType())) in ValidateAttachShader() 4286 Program *programObject = GetValidProgram(context, program); in ValidateDetachShader() local 4287 if (!programObject) in ValidateDetachShader() 4298 const Shader *attachedShader = programObject->getAttachedShader(shaderObject->getType()); in ValidateDetachShader() 4370 Program *programObject = GetValidProgram(context, program); in ValidateGetActiveAttrib() local 4372 if (!programObject) in ValidateGetActiveAttrib() [all …]
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D | validationES.cpp | 2605 Program *programObject = context->getActiveLinkedProgram(); in ValidateUniform() local 2606 return ValidateUniformCommonBase(context, programObject, location, count, &uniform) && in ValidateUniform() 2616 Program *programObject = context->getActiveLinkedProgram(); in ValidateUniform1iv() local 2617 return ValidateUniformCommonBase(context, programObject, location, count, &uniform) && in ValidateUniform1iv() 2634 Program *programObject = context->getActiveLinkedProgram(); in ValidateUniformMatrix() local 2635 return ValidateUniformCommonBase(context, programObject, location, count, &uniform) && in ValidateUniformMatrix() 4208 Program *programObject = GetValidProgram(context, program); in ValidateGetUniformBase() local 4209 if (!programObject) in ValidateGetUniformBase() 4214 if (!programObject || !programObject->isLinked()) in ValidateGetUniformBase() 4220 if (!programObject->isValidUniformLocation(location)) in ValidateGetUniformBase() [all …]
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D | Context.h | 650 angle::Result onProgramLink(Program *programObject);
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | Context11.cpp | 539 gl::Program *programObject = context->getState().getLinkedProgram(context); in multiDrawArrays() local 540 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in multiDrawArrays() 560 gl::Program *programObject = context->getState().getLinkedProgram(context); in multiDrawArraysInstanced() local 561 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in multiDrawArraysInstanced() 581 gl::Program *programObject = context->getState().getLinkedProgram(context); in multiDrawElements() local 582 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in multiDrawElements() 603 gl::Program *programObject = context->getState().getLinkedProgram(context); in multiDrawElementsInstanced() local 604 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in multiDrawElementsInstanced() 625 gl::Program *programObject = context->getState().getLinkedProgram(context); in multiDrawArraysInstancedBaseInstance() local 626 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in multiDrawArraysInstancedBaseInstance() [all …]
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/external/angle/src/libANGLE/renderer/ |
D | renderer_utils.cpp | 1062 gl::Program *programObject = context->getState().getLinkedProgram(context); in MultiDrawArraysGeneral() local 1063 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in MultiDrawArraysGeneral() 1084 gl::Program *programObject = context->getState().getLinkedProgram(context); in MultiDrawArraysInstancedGeneral() local 1085 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in MultiDrawArraysInstancedGeneral() 1106 gl::Program *programObject = context->getState().getLinkedProgram(context); in MultiDrawElementsGeneral() local 1107 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in MultiDrawElementsGeneral() 1129 gl::Program *programObject = context->getState().getLinkedProgram(context); in MultiDrawElementsInstancedGeneral() local 1130 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in MultiDrawElementsInstancedGeneral() 1152 gl::Program *programObject = context->getState().getLinkedProgram(context); in MultiDrawArraysInstancedBaseInstanceGeneral() local 1153 const bool hasDrawID = programObject && programObject->hasDrawIDUniform(); in MultiDrawArraysInstancedBaseInstanceGeneral() [all …]
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D | renderer_utils.h | 424 ResetBaseVertexBaseInstance(gl::Program *programObject, 447 #define ANGLE_SET_DRAW_ID_UNIFORM_1(drawID) programObject->setDrawIDUniform(drawID) 452 #define ANGLE_SET_BASE_VERTEX_UNIFORM_1(baseVertex) programObject->setBaseVertexUniform(baseVertex); 458 programObject->setBaseInstanceUniform(baseInstance)
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | libGLESv3.cpp | 1769 es2::Program *programObject = context->getProgram(program); in TransformFeedbackVaryings() local 1771 if(!programObject) in TransformFeedbackVaryings() 1776 programObject->setTransformFeedbackVaryings(count, varyings, bufferMode); in TransformFeedbackVaryings() 1794 es2::Program *programObject = context->getProgram(program); in GetTransformFeedbackVarying() local 1796 if(!programObject) in GetTransformFeedbackVarying() 1801 if(index >= static_cast<GLuint>(programObject->getTransformFeedbackVaryingCount())) in GetTransformFeedbackVarying() 1806 programObject->getTransformFeedbackVarying(index, bufSize, length, size, type, name); in GetTransformFeedbackVarying() 2047 es2::Program *programObject = context->getProgram(program); in GetUniformuiv() local 2049 if(!programObject) in GetUniformuiv() 2061 if(!programObject->isLinked()) in GetUniformuiv() [all …]
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D | libGLESv2.cpp | 85 es2::Program *programObject = context->getProgram(program); in AttachShader() local 88 if(!programObject) in AttachShader() 112 if(!programObject->attachShader(shaderObject)) in AttachShader() 158 es2::Program *programObject = context->getProgram(program); in BindAttribLocation() local 160 if(!programObject) in BindAttribLocation() 177 programObject->bindAttributeLocation(index, name); in BindAttribLocation() 1382 es2::Program *programObject = context->getProgram(program); in DetachShader() local 1385 if(!programObject) in DetachShader() 1412 if(!programObject->detachShader(shaderObject)) in DetachShader() 2259 es2::Program *programObject = context->getProgram(program); in GetActiveAttrib() local [all …]
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D | ResourceManager.cpp | 182 Program *programObject = mProgramNameSpace.find(program); in deleteProgram() local 184 if(programObject) in deleteProgram() 186 if(programObject->getRefCount() == 0) in deleteProgram() 188 delete programObject; in deleteProgram() 194 programObject->flagForDeletion(); in deleteProgram()
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D | Context.cpp | 184 Program *programObject = mResourceManager->getProgram(mState.currentProgram); in ~Context() local 185 if(programObject) in ~Context() 187 programObject->release(); in ~Context() 1502 es2::Program *programObject = getCurrentProgram(); in hasZeroDivisor() local 1505 bool active = (programObject->getAttributeStream(attributeIndex) != -1); in hasZeroDivisor() 3121 Program *programObject = getCurrentProgram(); in applyShaders() local 3122 sw::VertexShader *vertexShader = programObject->getVertexShader(); in applyShaders() 3123 sw::PixelShader *pixelShader = programObject->getPixelShader(); in applyShaders() 3128 if(programObject->getSerial() != mAppliedProgramSerial) in applyShaders() 3130 programObject->dirtyAllUniforms(); in applyShaders() [all …]
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/external/deqp/modules/gles2/functional/ |
D | es2fShaderApiTests.cpp | 506 bool checkLinkStatus (const GLuint programObject) in checkLinkStatus() argument 509 glGetProgramiv(programObject, GL_LINK_STATUS, &linkStatus); in checkLinkStatus()
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderApiTests.cpp | 560 bool checkLinkStatus (const GLuint programObject) in checkLinkStatus() argument 563 glGetProgramiv(programObject, GL_LINK_STATUS, &linkStatus); in checkLinkStatus()
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