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Searched refs:GL_MEDIUM_FLOAT (Results 1 – 25 of 28) sorted by relevance

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/external/angle/src/tests/compiler_tests/
DCollectVariables_test.cpp265 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision); in TEST_F()
291 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable.precision); in TEST_F()
564 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, varying->precision); in TEST_F()
613 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); in TEST_F()
640 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); in TEST_F()
666 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); in TEST_F()
689 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); in TEST_F()
763 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); in TEST_F()
771 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); in TEST_F()
802 EXPECT_GLENUM_EQ(GL_MEDIUM_FLOAT, outputVariable->precision); in TEST_F()
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DShaderVariable_test.cpp199 vx.precision = GL_MEDIUM_FLOAT; in TEST_F()
208 fx.precision = GL_MEDIUM_FLOAT; in TEST_F()
422 vx.precision = GL_MEDIUM_FLOAT; in TEST_F()
431 fx.precision = GL_MEDIUM_FLOAT; in TEST_F()
/external/angle/src/libANGLE/
DVaryingPacking_unittest.cpp79 varying.precision = GL_MEDIUM_FLOAT; in MakeVaryings()
DContext.cpp7083 case GL_MEDIUM_FLOAT: in getShaderPrecisionFormat()
7112 case GL_MEDIUM_FLOAT: in getShaderPrecisionFormat()
DvalidationES2.cpp4585 case GL_MEDIUM_FLOAT: in ValidateGetShaderPrecisionFormat()
/external/deqp/modules/gles2/functional/
Des2fNegativeStateApiTests.cpp225 glGetShaderPrecisionFormat (-1, GL_MEDIUM_FLOAT, &range[0], &precision[0]); in init()
234 glGetShaderPrecisionFormat (GL_VERTEX_SHADER, GL_MEDIUM_FLOAT, &range[0], &precision[0]); in init()
Des2fShaderStateQueryTests.cpp2326 …precision_vertex_mediump_float", "GetShaderPrecisionFormat", GL_VERTEX_SHADER, GL_MEDIUM_FLOAT)); in init()
2332 …ision_fragment_mediump_float", "GetShaderPrecisionFormat", GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT)); in init()
/external/angle/src/compiler/translator/
Dutil.cpp411 return GL_MEDIUM_FLOAT; in GLVariablePrecision()
/external/angle/src/libANGLE/renderer/gl/
Dfunctionsgl_enums.h936 #define GL_MEDIUM_FLOAT 0x8DF1 macro
Drenderergl_utils.cpp908 caps->vertexMediumpFloat = QueryTypePrecision(functions, GL_VERTEX_SHADER, GL_MEDIUM_FLOAT); in GenerateCaps()
912 QueryTypePrecision(functions, GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT); in GenerateCaps()
/external/deqp/modules/gles3/functional/
Des3fNegativeStateApiTests.cpp273 glGetShaderPrecisionFormat (-1, GL_MEDIUM_FLOAT, &range[0], &precision[0]); in init()
Des3fShaderStateQueryTests.cpp3731 …precision_vertex_mediump_float", "GetShaderPrecisionFormat", GL_VERTEX_SHADER, GL_MEDIUM_FLOAT)); in init()
3737 …ision_fragment_mediump_float", "GetShaderPrecisionFormat", GL_FRAGMENT_SHADER, GL_MEDIUM_FLOAT)); in init()
/external/angle/include/GLES2/
Dgl2.h326 #define GL_MEDIUM_FLOAT 0x8DF1 macro
/external/mesa3d/include/GLES2/
Dgl2.h345 #define GL_MEDIUM_FLOAT 0x8DF1 macro
/external/deqp/framework/opengl/
DgluStrUtil.inl1553 case GL_MEDIUM_FLOAT: return "GL_MEDIUM_FLOAT";
/external/deqp/modules/gles31/functional/
Des31fNegativeStateApiTests.cpp394 ctx.glGetShaderPrecisionFormat (-1, GL_MEDIUM_FLOAT, &range[0], &precision[0]); in get_shader_precision_format()
/external/mesa3d/src/mesa/main/
Dshaderapi.c2265 case GL_MEDIUM_FLOAT: in _mesa_GetShaderPrecisionFormat()
/external/mesa3d/include/GLES3/
Dgl3.h345 #define GL_MEDIUM_FLOAT 0x8DF1 macro
Dgl31.h345 #define GL_MEDIUM_FLOAT 0x8DF1 macro
Dgl32.h345 #define GL_MEDIUM_FLOAT 0x8DF1 macro
/external/angle/include/GLES3/
Dgl3.h326 #define GL_MEDIUM_FLOAT 0x8DF1 macro
Dgl31.h326 #define GL_MEDIUM_FLOAT 0x8DF1 macro
Dgl32.h326 #define GL_MEDIUM_FLOAT 0x8DF1 macro
/external/deqp/framework/opengl/wrapper/
DglwEnums.inl1216 #define GL_MEDIUM_FLOAT 0x8DF1 macro
/external/mesa3d/include/GL/
Dglcorearb.h1866 #define GL_MEDIUM_FLOAT 0x8DF1 macro

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