/external/deqp/external/openglcts/modules/common/ |
D | glcMultipleContextsTests.cpp | 348 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()
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D | glcViewportArrayTests.hpp | 144 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code,
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D | glcViewportArrayTests.cpp | 317 … 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()
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/external/deqp/external/openglcts/modules/gl/ |
D | gl3cGLSLnoperspectiveTests.cpp | 193 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()
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D | gl3cGPUShader5Tests.hpp | 72 void build(const glw::GLchar* fragment_shader_code, const glw::GLchar* vertex_shader_code);
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D | gl3cClipDistance.cpp | 612 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()
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D | gl4cShaderImageLoadStoreTests.cpp | 6821 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 [all …]
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D | gl4cVertexAttrib64BitTest.cpp | 59 …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()
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D | gl4cShaderSubroutineTests.cpp | 248 … 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 [all …]
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D | gl3cGPUShader5Tests.cpp | 98 …: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()
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D | gl3cTextureSwizzleTests.hpp | 53 void build(const glw::GLchar* fragment_shader_code, const glw::GLchar* vertex_shader_code);
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D | gl3cClipDistance.hpp | 84 …Program(const glw::Functions& gl, const std::string& vertex_shader_code, const std::string& fragme…
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D | gl4cGPUShaderFP64Tests.hpp | 55 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);
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D | gl4cGPUShaderFP64Tests.cpp | 140 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 [all …]
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D | gl4cShaderSubroutineTests.hpp | 92 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);
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D | gl3cTextureSwizzleTests.cpp | 2009 …: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()
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D | gl4cShadingLanguage420PackTests.hpp | 268 const glw::GLchar* tesselation_evaluation_shader_code, const glw::GLchar* vertex_shader_code,
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D | gl4cShadingLanguage420PackTests.cpp | 18001 … 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()
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