Searched refs:shaderData (Results 1 – 6 of 6) sorted by relevance
/external/skia/tests/ |
D | SkSLTest.cpp | 44 sk_sp<SkData> shaderData = GetResourceAsData(resourcePath.c_str()); in test_one_permutation() local 45 if (!shaderData) { in test_one_permutation() 50 SkString shaderString{reinterpret_cast<const char*>(shaderData->bytes()), shaderData->size()}; in test_one_permutation()
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/external/deqp/external/openglcts/modules/common/ |
D | glcSeparableProgramsTransformFeedbackTests.cpp | 152 …SeparableProgramTFTestCase(deqp::Context& context, const char* name, PerStageData shaderData, GLin… 169 PerStageData shaderData, GLint expectedValue) in SeparableProgramTFTestCase() argument 170 : deqp::TestCase(context, name, ""), m_shaderData(shaderData), m_expectedValue(expectedValue) in SeparableProgramTFTestCase()
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/external/deqp/external/vulkancts/modules/vulkan/ray_tracing/ |
D | vktRayTracingPipelineLibraryTests.cpp | 447 …ipeline>>& pipeline, const std::vector<std::tuple<std::string, VkShaderStageFlagBits>>& shaderData) in compileShaders() argument 452 for (deUint32 i=0; i< shaderData.size(); ++i) in compileShaders() 456 std::tie(shaderName, shaderStage) = shaderData[i]; in compileShaders() 466 const std::vector<std::tuple<std::string, VkShaderStageFlagBits>>& shaderData; member 472 compileShaders(csmd->deviceHelper, csmd->context, csmd->pipeline, csmd->shaderData); in compileShadersThread()
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/external/angle/src/libANGLE/renderer/d3d/d3d11/ |
D | Blit11.h | 231 const ShaderData &shaderData, 252 const ShaderData &shaderData,
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D | Blit11.cpp | 1338 const ShaderData &shaderData, in addBlitShaderToMap() argument 1344 ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), shaderData, &ps)); in addBlitShaderToMap() 1358 const ShaderData &shaderData, in addSwizzleShaderToMap() argument 1364 ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), shaderData, &ps)); in addSwizzleShaderToMap()
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D | Renderer11.cpp | 2986 ShaderData shaderData(function, length); in loadExecutable() local 2994 ANGLE_TRY(allocateResource(context, shaderData, &vertexShader)); in loadExecutable() 3014 ANGLE_TRY(allocateResource(context, shaderData, &soDeclaration, &streamOutShader)); in loadExecutable() 3024 ANGLE_TRY(allocateResource(context, shaderData, &pixelShader)); in loadExecutable() 3031 ANGLE_TRY(allocateResource(context, shaderData, &geometryShader)); in loadExecutable() 3038 ANGLE_TRY(allocateResource(context, shaderData, &computeShader)); in loadExecutable()
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