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Searched refs:sglr (Results 1 – 25 of 74) sorted by relevance

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/external/deqp/modules/gles3/functional/
Des3fFboTestUtil.cpp78 : 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()
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Des3fDepthTests.cpp49 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()
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Des3fFboTestUtil.hpp55 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;
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Des3fFboApiTests.cpp59 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()
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Des3fStencilTests.cpp58 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;
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Des3fFboRenderTest.cpp140 …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;
449sglr::GLContext context(renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height)… in iterate()
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Des3fTextureUnitTests.cpp249 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()
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Des3fFboStencilbufferTests.cpp112sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, … in render()
115sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +… in render()
124sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.… in render()
130sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.… in render()
209sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, … in render()
212sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +… in render()
221sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.… in render()
227sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.… in render()
Des3fFboInvalidateTests.cpp160sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render()
171sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render()
194sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render()
247sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render()
257sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render()
266sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render()
289sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)… in render()
326sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render()
343sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render()
404sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render()
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Des3fFboDepthbufferTests.cpp107sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render()
128sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)… in render()
204sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render()
210sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render()
215sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render()
290sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render()
295sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render()
/external/deqp/modules/gles2/functional/
Des2fDepthTests.cpp49 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()
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Des2fFboRenderTest.cpp64 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()
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Des2fFboApiTest.cpp64 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()
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Des2fStencilTests.cpp58 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;
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Des2fTextureUnitTests.cpp173 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()
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Des2fTextureSpecificationTests.cpp108 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()
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/external/deqp/modules/gles31/functional/
Des31fFboTestUtil.cpp116 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()
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Des31fFboTestUtil.hpp55 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…
Des31fGeometryShaderTests.cpp197 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()
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Des31fTextureSpecificationTests.cpp102 class TextureSpecCase : public TestCase, public sglr::ContextWrapper
114 …virtual void verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext) …
154sglr::GLContext gles31Context (renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, wid… in iterate()
155sglr::ReferenceContextBuffers refBuffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().al… in iterate()
156sglr::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()
194sglr::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()
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/external/deqp/framework/opengl/simplereference/
DsglrContextUtil.hpp29 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 …
DsglrContextUtil.cpp28 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()
/external/deqp/modules/glshared/
DglsRandomShaderProgram.cpp70 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()
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DglsDrawTest.hpp35 namespace sglr namespace
268 sglr::ReferenceContextBuffers* m_refBuffers;
269 sglr::ReferenceContext* m_refContext;
270 sglr::Context* m_glesContext;
DglsFragOpInteractionCase.cpp224 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()
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