/external/deqp/modules/gles3/functional/ |
D | es3fFboTestUtil.cpp | 78 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in FlatColorShader() 79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in FlatColorShader() 80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in FlatColorShader() 81 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)) in FlatColorShader() 82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in FlatColorShader() 83 << sglr::pdec::VertexSource( in FlatColorShader() 90 << sglr::pdec::FragmentSource( in FlatColorShader() 103 void FlatColorShader::setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color) in setColor() 152 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in GradientShader() 153 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in GradientShader() [all …]
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D | es3fDepthTests.cpp | 49 class DepthShader : public sglr::ShaderProgram 54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); 60 const sglr::UniformSlot& u_color; 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in DepthShader() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in DepthShader() 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in DepthShader() 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in DepthShader() 68 << sglr::pdec::VertexSource("#version 300 es\n" in DepthShader() 74 << sglr::pdec::FragmentSource("#version 300 es\n" in DepthShader() 85 void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color) in setColor() [all …]
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D | es3fFboTestUtil.hpp | 55 class FlatColorShader : public sglr::ShaderProgram 61 void setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color); 70 class GradientShader : public sglr::ShaderProgram 76 …void setGradient (sglr::Context& context, deUint32 program, const tcu::Vec4& gradientMin, con… 85 class Texture2DShader : public sglr::ShaderProgram 95 void setUniforms (sglr::Context& context, deUint32 program) const; 115 class TextureCubeShader : public sglr::ShaderProgram 124 void setUniforms (sglr::Context& context, deUint32 program) const; 137 class Texture2DArrayShader : public sglr::ShaderProgram 146 void setUniforms (sglr::Context& context, deUint32 program) const; [all …]
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D | es3fFboApiTests.cpp | 59 static void checkError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expect) in checkError() 68 static void checkEitherError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expectA, GLenum… in checkEitherError() 124 static void checkFboAttachmentParam (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum attachme… in checkFboAttachmentParam() 143 static void textureLevelsTest (tcu::TestContext& testCtx, sglr::Context& context) in textureLevelsTest() 170 static void validTex2DAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validTex2DAttachmentsTest() 190 static void validTexCubeAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validTexCubeAttachmentsTest() 223 static void validRboAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validRboAttachmentsTest() 244 static void attachToDefaultFramebufferTest (tcu::TestContext& testCtx, sglr::Context& context) in attachToDefaultFramebufferTest() 261 static void invalidTex2DAttachmentTest (tcu::TestContext& testCtx, sglr::Context& context) in invalidTex2DAttachmentTest() 278 static void invalidTexCubeAttachmentTest (tcu::TestContext& testCtx, sglr::Context& context) in invalidTexCubeAttachmentTest() [all …]
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D | es3fStencilTests.cpp | 58 class StencilShader : public sglr::ShaderProgram 62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in StencilShader() 63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in StencilShader() 64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in StencilShader() 65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in StencilShader() 66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in StencilShader() 67 << sglr::pdec::VertexSource("#version 300 es\n" in StencilShader() 73 << sglr::pdec::FragmentSource("#version 300 es\n" in StencilShader() 84 void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color) in setColor() 112 const sglr::UniformSlot& u_color; [all …]
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D | es3fFboRenderTest.cpp | 140 …Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 f… 156 sglr::Context& m_context; 193 static bool isExtensionSupported (sglr::Context& context, const char* name) in isExtensionSupported() 207 static bool isAnyExtensionSupported (sglr::Context& context, const std::vector<std::string>& requir… in isAnyExtensionSupported() 238 static void checkColorFormatSupport (sglr::Context& context, deUint32 sizedFormat) in checkColorFormatSupport() 251 Framebuffer::Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, d… in Framebuffer() 377 static void createMetaballsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum data… in createMetaballsTex2D() 389 static void createQuadsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType… in createQuadsTex2D() 408 virtual void render (sglr::Context& fboContext, Surface& dst) = DE_NULL; 449 …sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)… in iterate() [all …]
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D | es3fTextureUnitTests.cpp | 249 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const v… in generateShaderProgramDeclaration() 251 sglr::pdec::ShaderProgramDeclaration decl; in generateShaderProgramDeclaration() 253 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 254 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 255 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 256 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 265 decl << sglr::pdec::Uniform(samplerName, samplerTypes[ndx]); in generateShaderProgramDeclaration() 266 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT4); in generateShaderProgramDeclaration() 267 decl << sglr::pdec::Uniform(scaleName, glu::TYPE_FLOAT_VEC4); in generateShaderProgramDeclaration() 268 decl << sglr::pdec::Uniform(biasName, glu::TYPE_FLOAT_VEC4); in generateShaderProgramDeclaration() [all …]
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D | es3fFboStencilbufferTests.cpp | 112 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, … in render() 115 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +… in render() 124 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.… in render() 130 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.… in render() 209 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, … in render() 212 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +… in render() 221 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.… in render() 227 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.… in render()
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D | es3fFboInvalidateTests.cpp | 160 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 171 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 194 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 247 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 257 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 266 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 289 …sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)… in render() 326 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 343 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 404 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() [all …]
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D | es3fFboDepthbufferTests.cpp | 107 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 128 …sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)… in render() 204 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 210 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 215 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 290 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 295 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render()
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/external/deqp/modules/gles2/functional/ |
D | es2fDepthTests.cpp | 49 class DepthShader : public sglr::ShaderProgram 54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color); 60 const sglr::UniformSlot& u_color; 64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in DepthShader() 65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in DepthShader() 66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in DepthShader() 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in DepthShader() 68 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in DepthShader() 73 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n" in DepthShader() 82 void DepthShader::setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color) in setColor() [all …]
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D | es2fFboRenderTest.cpp | 64 class FlatColorShader : public sglr::ShaderProgram 68 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in FlatColorShader() 69 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in FlatColorShader() 70 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in FlatColorShader() 71 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in FlatColorShader() 72 << sglr::pdec::VertexSource( in FlatColorShader() 78 << sglr::pdec::FragmentSource( in FlatColorShader() 87 void setColor (sglr::Context& gl, deUint32 program, const tcu::Vec4& color) in setColor() 111 class SingleTex2DShader : public sglr::ShaderProgram 115 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in SingleTex2DShader() [all …]
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D | es2fFboApiTest.cpp | 64 static void checkError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expect) in checkError() 73 static void checkEitherError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expectA, GLenum… in checkEitherError() 129 static void checkFboAttachmentParam (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum attachme… in checkFboAttachmentParam() 148 static void notSupportedTest (tcu::TestContext& testCtx, sglr::Context& context) in notSupportedTest() 155 static void textureLevelsTest (tcu::TestContext& testCtx, sglr::Context& context) in textureLevelsTest() 175 static void textureLevelsWithRenderToMipmapTest (tcu::TestContext& testCtx, sglr::Context& context) in textureLevelsWithRenderToMipmapTest() 195 static void validTex2DAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validTex2DAttachmentsTest() 215 static void validTexCubeAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validTexCubeAttachmentsTest() 248 static void validRboAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context) in validRboAttachmentsTest() 269 static void attachToDefaultFramebufferTest (tcu::TestContext& testCtx, sglr::Context& context) in attachToDefaultFramebufferTest() [all …]
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D | es2fStencilTests.cpp | 58 class StencilShader : public sglr::ShaderProgram 62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in StencilShader() 63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in StencilShader() 64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in StencilShader() 65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in StencilShader() 66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4) in StencilShader() 67 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in StencilShader() 72 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n" in StencilShader() 81 void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color) in setColor() 109 const sglr::UniformSlot& u_color; [all …]
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D | es2fTextureUnitTests.cpp | 173 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const G… in generateShaderProgramDeclaration() 175 sglr::pdec::ShaderProgramDeclaration decl; in generateShaderProgramDeclaration() 177 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 178 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 179 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 180 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); in generateShaderProgramDeclaration() 187 …decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D… in generateShaderProgramDeclaration() 188 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3); in generateShaderProgramDeclaration() 191 decl << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in generateShaderProgramDeclaration() 200 decl << sglr::pdec::FragmentSource(generateMultiTexFragmentShader(numUnits, unitTypes)); in generateShaderProgramDeclaration() [all …]
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D | es2fTextureSpecificationTests.cpp | 108 class GradientShader : public sglr::ShaderProgram 112 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in GradientShader() 113 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in GradientShader() 114 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in GradientShader() 115 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in GradientShader() 116 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in GradientShader() 117 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" in GradientShader() 125 << sglr::pdec::FragmentSource("varying mediump vec2 v_coord;\n" in GradientShader() 164 class Tex2DShader : public sglr::ShaderProgram 168 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in Tex2DShader() [all …]
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/external/deqp/modules/gles31/functional/ |
D | es31fFboTestUtil.cpp | 116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, … in genTexture2DShaderDecl() 118 sglr::pdec::ShaderProgramDeclaration decl; in genTexture2DShaderDecl() 120 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl() 121 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl() 122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl() 123 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType)); in genTexture2DShaderDecl() 125 decl << sglr::pdec::VertexSource( in genTexture2DShaderDecl() 135 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType)); in genTexture2DShaderDecl() 137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() 138 decl << sglr::pdec::Uniform("u_outBias0", glu::TYPE_FLOAT_VEC4); in genTexture2DShaderDecl() [all …]
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D | es31fFboTestUtil.hpp | 55 class Texture2DShader : public sglr::ShaderProgram 65 void setUniforms (sglr::Context& context, deUint32 program) const; 85 class TextureCubeArrayShader : public sglr::ShaderProgram 95 void setUniforms (sglr::Context& context, deUint32 program) const; 129 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec… 130 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int heig…
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D | es31fGeometryShaderTests.cpp | 197 class VertexExpanderShader : public sglr::ShaderProgram 212 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration() in VertexExpanderShader() 213 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 214 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 215 << sglr::pdec::VertexToGeometryVarying(rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 216 << sglr::pdec::GeometryToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 217 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT) in VertexExpanderShader() 218 << sglr::pdec::VertexSource(specializeShader(s_commonShaderSourceVertex, contextType)) in VertexExpanderShader() 219 << sglr::pdec::FragmentSource(specializeShader(s_commonShaderSourceFragment, contextType)) in VertexExpanderShader() 220 … << sglr::pdec::GeometryShaderDeclaration(inputType, outputType, calcOutputVertices(inputType)) in VertexExpanderShader() [all …]
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D | es31fTextureSpecificationTests.cpp | 102 class TextureSpecCase : public TestCase, public sglr::ContextWrapper 114 …virtual void verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext) … 154 …sglr::GLContext gles31Context (renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, wid… in iterate() 155 …sglr::ReferenceContextBuffers refBuffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().al… in iterate() 156 …sglr::ReferenceContext refContext (sglr::ReferenceContextLimits(renderCtx), refBuffers.getColor… in iterate() 161 setContext(ndx ? (sglr::Context*)&refContext : (sglr::Context*)&gles31Context); in iterate() 169 setContext(ndx ? (sglr::Context*)&refContext : (sglr::Context*)&gles31Context); in iterate() 194 …sglr::drawQuad(*getCurrentContext(), program, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2… in renderTex() 214 …virtual void verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext… 245 void TextureCubeArraySpecCase::verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext… in verifyTexture() [all …]
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/external/deqp/framework/opengl/simplereference/ |
D | sglrContextUtil.hpp | 29 namespace sglr namespace 34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 36 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu… 37 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const …
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D | sglrContextUtil.cpp | 28 namespace sglr namespace 31 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) in drawQuad() 44 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::… in drawQuadWithVaoBuffers() 114 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const t… in drawQuadWithClientPointers()
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/external/deqp/modules/glshared/ |
D | glsRandomShaderProgram.cpp | 70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shad… in generateProgramDeclaration() 72 decl << sglr::pdec::VertexSource(vertexShader.getSource()) in generateProgramDeclaration() 73 << sglr::pdec::FragmentSource(fragmentShader.getSource()); in generateProgramDeclaration() 78 …decl << sglr::pdec::VertexAttribute(vertexInput->getVariable()->getName(), mapToGenericVecType(ver… in generateProgramDeclaration() 84 …decl << sglr::pdec::VertexToFragmentVarying(mapToGenericVecType(fragInput->getVariable()->getType(… in generateProgramDeclaration() 90 …decl << sglr::pdec::Uniform(uniform->getVariable()->getName(), mapToBasicType(uniform->getVariable… in generateProgramDeclaration() 93 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT); in generateProgramDeclaration() 96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexSh… in generateProgramDeclaration() 98 sglr::pdec::ShaderProgramDeclaration decl; in generateProgramDeclaration() 132 …: sglr::ShaderProgram (generateProgramDeclaration(vertexShader, fragmentShader, numUnifiedUniforms… in RandomShaderProgram() [all …]
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D | glsDrawTest.hpp | 35 namespace sglr namespace 268 sglr::ReferenceContextBuffers* m_refBuffers; 269 sglr::ReferenceContext* m_refContext; 270 sglr::Context* m_glesContext;
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D | glsFragOpInteractionCase.cpp | 224 static void setRenderState (sglr::Context& ctx, const RenderState& state) in setRenderState() 282 static void renderQuad (sglr::Context& ctx, const glu::VertexArrayPointer& posPtr, const Quad& quad… in renderQuad() 305 static void render (sglr::Context& ctx, const glu::VertexArrayPointer& posPtr, const RenderCommand&… in render() 311 static void setupAttributes (sglr::Context& ctx, const VertexDataStorage& vertexData, deUint32 prog… in setupAttributes() 328 void setUniformValue (sglr::Context& ctx, int location, rsg::ConstValueAccess value) in setUniformValue() 425 const sglr::ReferenceContextLimits limits; 426 sglr::ReferenceContextBuffers buffers; 427 sglr::ReferenceContext context; 480 …m_glCtx = new sglr::GLContext(m_renderCtx, m_testCtx.getLog(), sglr::GLCONTEXT_LOG_CALLS|sglr::GLC… in init() 575 sglr::Context* const contexts[] = { m_glCtx, &m_referenceCtx->context }; in iterate() [all …]
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