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Searched refs:shaderData (Results 1 – 6 of 6) sorted by relevance

/external/skia/tests/
DSkSLTest.cpp44 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()
/external/deqp/external/openglcts/modules/common/
DglcSeparableProgramsTransformFeedbackTests.cpp152 …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()
/external/deqp/external/vulkancts/modules/vulkan/ray_tracing/
DvktRayTracingPipelineLibraryTests.cpp447 …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()
/external/angle/src/libANGLE/renderer/d3d/d3d11/
DBlit11.h231 const ShaderData &shaderData,
252 const ShaderData &shaderData,
DBlit11.cpp1338 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()
DRenderer11.cpp2986 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()