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Searched refs:vertex_shader_code (Results 1 – 18 of 18) sorted by relevance

/external/deqp/external/openglcts/modules/common/
DglcMultipleContextsTests.cpp348 static const GLchar* vertex_shader_code = "#version 400 core\n" in getShaders() local
549 out_vertex_shader_code = vertex_shader_code; in getShaders()
589 const GLchar* vertex_shader_code; in prepareProgram() local
595 getShaders(vertex_shader_code, tesselation_control_shader_code, tesselation_evaluation_shader_code, in prepareProgram()
608 tesselation_control_shader_code, tesselation_evaluation_shader_code, vertex_shader_code, in prepareProgram()
623 programs[m_vertex_stage_index]->build(0, 0, 0, 0, 0, vertex_shader_code, 0, 0, true); in prepareProgram()
DglcViewportArrayTests.hpp144 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code,
DglcViewportArrayTests.cpp317 … const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code, in build() argument
364 if (0 != vertex_shader_code) in build()
369 compile(m_vertex_shader_id, vertex_shader_code); in build()
/external/deqp/external/openglcts/modules/gl/
Dgl3cGLSLnoperspectiveTests.cpp193 const glw::GLchar* vertex_shader_code) in prepare_program() argument
210 if (0 != vertex_shader_code) in prepare_program()
212 vertex_shader_id = prepare_shader(context, GL_VERTEX_SHADER, vertex_shader_code); in prepare_program()
Dgl3cGPUShader5Tests.hpp72 void build(const glw::GLchar* fragment_shader_code, const glw::GLchar* vertex_shader_code);
Dgl3cClipDistance.cpp612 std::string vertex_shader_code = gl3cts::ClipDistance::FunctionalTest::prepareVertexShaderCode( in iterate() local
615 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader_code, m_fragment_shader_code); in iterate()
623 << vertex_shader_code << "\nFragment shader code:\n" in iterate()
1171 …istance::Utility::Program::Program(const glw::Functions& gl, const std::string& vertex_shader_code, in Program() argument
1177 const glw::GLchar* vertex_shader_code_c = (const glw::GLchar*)vertex_shader_code.c_str(); in Program()
Dgl4cShaderImageLoadStoreTests.cpp6821 const char* const vertex_shader_code = "#version 400 core\n" in Setup() local
6896 m_program_id = BuildProgram(vertex_shader_code, 0 /* src_tcs */, 0 /* src_tes */, 0 /*src_gs */, in Setup()
7306 const char* const vertex_shader_code = "#version 400 core\n" in Setup() local
7372 m_program_id = BuildProgram(vertex_shader_code, 0 /* src_tcs */, 0 /* src_tes */, 0 /* src_gs */, in Setup()
7971 const char* const vertex_shader_code = "#version 400 core\n" in Setup() local
8053 m_program_id = BuildProgram(vertex_shader_code, 0 /* src_tcs */, 0 /* src_tes */, 0 /*src_gs */, in Setup()
9231 const char* vertex_shader_code = boilerplate_vertex_shader_code; in buildProgramToTestShaderStage() local
9262 vertex_shader_code = tested_shader_stage_code.c_str(); in buildProgramToTestShaderStage()
9271 …BuildProgram(vertex_shader_code, tesselation_control_shader_code, tesselation_evaluation_shader_co… in buildProgramToTestShaderStage()
10195 static const char* const vertex_shader_code = "#version 400 core\n" in buildPrograms() local
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Dgl4cVertexAttrib64BitTest.cpp59 …ldProgram(const GLchar* fragment_shader_code, GLuint& program_id, const GLchar* vertex_shader_code,
62 void BuildProgramVSOnly(GLuint out_program_id, const GLchar* vertex_shader_code,
94 …ldProgram(const GLchar* fragment_shader_code, GLuint& program_id, const GLchar* vertex_shader_code, in BuildProgram() argument
104 CompileShader(out_vertex_shader_id, vertex_shader_code); in BuildProgram()
123 void Base::BuildProgramVSOnly(GLuint program_id, const GLchar* vertex_shader_code, GLuint& out_vert… in BuildProgramVSOnly() argument
128 CompileShader(out_vertex_shader_id, vertex_shader_code); in BuildProgramVSOnly()
2286 std::string vertex_shader_code; in prepareProgram() local
2292 vertex_shader_code); in prepareProgram()
2302 BuildProgram(fragment_shader_code, program_info.m_program_id, vertex_shader_code.c_str(), in prepareProgram()
Dgl4cShaderSubroutineTests.cpp248 … const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code, in build() argument
295 if (0 != vertex_shader_code) in build()
300 compile(m_vertex_shader_id, vertex_shader_code); in build()
2784 static const glw::GLchar* vertex_shader_code = in iterate() local
2937 …program.build(0 /* cs */, 0 /* fs */, 0 /* gs */, 0 /* tcs */, 0 /* test */, vertex_shader_code, v… in iterate()
3818 static const GLchar* vertex_shader_code = in iterate() local
3966 …program.build(0 /* cs */, 0 /* fs */, 0 /* gs */, 0 /* tcs */, 0 /* test */, vertex_shader_code, v… in iterate()
4255 static const GLchar* vertex_shader_code = "#version 400 core\n" in iterate() local
4305 …program.build(0 /* cs */, 0 /* fs */, 0 /* gs */, 0 /* tcs */, 0 /* test */, vertex_shader_code, &… in iterate()
4397 static const GLchar* vertex_shader_code = in iterate() local
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Dgl3cGPUShader5Tests.cpp98 …:programInfo::build(const glw::GLchar* fragment_shader_code, const glw::GLchar* vertex_shader_code) in build() argument
112 if (0 != vertex_shader_code) in build()
117 compile(m_vertex_shader_id, vertex_shader_code); in build()
Dgl3cTextureSwizzleTests.hpp53 void build(const glw::GLchar* fragment_shader_code, const glw::GLchar* vertex_shader_code);
Dgl3cClipDistance.hpp84 …Program(const glw::Functions& gl, const std::string& vertex_shader_code, const std::string& fragme…
Dgl4cGPUShaderFP64Tests.hpp55 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code,
714 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code);
Dgl4cGPUShaderFP64Tests.cpp140 const glw::GLchar* vertex_shader_code, const glw::GLchar* const* varying_names, in build() argument
187 if (0 != vertex_shader_code) in build()
192 compile(m_vertex_shader_id, vertex_shader_code); in build()
3815 std::string vertex_shader_code; in prepareProgram() local
3830 prepareBoilerplateShader("", corner_vertex_shader_body_code, vertex_shader_code); in prepareProgram()
3838 prepareBoilerplateShader("", boilerplate_vertex_shader_body_code, vertex_shader_code); in prepareProgram()
3846 test_shader_body_code /* body */, vertex_shader_code); in prepareProgram()
3961 if (false == vertex_shader_code.empty()) in prepareProgram()
3963 vs_c_str = vertex_shader_code.c_str(); in prepareProgram()
4887 const glw::GLchar* vertex_shader_code) in init() argument
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Dgl4cShaderSubroutineTests.hpp92 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code,
1253 bool test(const glw::GLchar* vertex_shader_code, const glw::GLchar* name_of_recursive_routine);
Dgl3cTextureSwizzleTests.cpp2009 …:programInfo::build(const glw::GLchar* fragment_shader_code, const glw::GLchar* vertex_shader_code) in build() argument
2023 if (0 != vertex_shader_code) in build()
2028 compile(m_vertex_shader_id, vertex_shader_code); in build()
Dgl4cShadingLanguage420PackTests.hpp268 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code,
Dgl4cShadingLanguage420PackTests.cpp18001 … const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code, in build() argument
18009 const shaderSource vertex_shader(vertex_shader_code); in build()