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Searched refs:fragment_shader (Results 1 – 25 of 45) sorted by relevance

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/external/deqp/android/cts/main/vk-master-2021-03-01/
Dray-query.txt53 dEQP-VK.ray_query.traversal_control.fragment_shader.generate_intersection.triangles
54 dEQP-VK.ray_query.traversal_control.fragment_shader.generate_intersection.aabbs
55 dEQP-VK.ray_query.traversal_control.fragment_shader.skip_intersection.triangles
56 dEQP-VK.ray_query.traversal_control.fragment_shader.skip_intersection.aabbs
157 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.none
158 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.opaque
159 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.noopaque
160 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.cullopaque
161 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.cullnoopaque
162 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.aabbs.none
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/external/swiftshader/tests/regres/testlists/vk-default/
Dray-query.txt53 dEQP-VK.ray_query.traversal_control.fragment_shader.generate_intersection.triangles
54 dEQP-VK.ray_query.traversal_control.fragment_shader.generate_intersection.aabbs
55 dEQP-VK.ray_query.traversal_control.fragment_shader.skip_intersection.triangles
56 dEQP-VK.ray_query.traversal_control.fragment_shader.skip_intersection.aabbs
157 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.none
158 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.opaque
159 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.noopaque
160 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.cullopaque
161 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.cullnoopaque
162 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.aabbs.none
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Dmultiview.txt165 dEQP-VK.multiview.renderpass2.index.fragment_shader.15
166 dEQP-VK.multiview.renderpass2.index.fragment_shader.8
167 dEQP-VK.multiview.renderpass2.index.fragment_shader.1_2_4_8
168 dEQP-VK.multiview.renderpass2.index.fragment_shader.15_15_15_15
169 dEQP-VK.multiview.renderpass2.index.fragment_shader.8_1_1_8
170 dEQP-VK.multiview.renderpass2.index.fragment_shader.5_10_5_10
171 dEQP-VK.multiview.renderpass2.index.fragment_shader.1_2_4_8_16_32
172 dEQP-VK.multiview.renderpass2.index.fragment_shader.max_multi_view_view_count
285 dEQP-VK.multiview.index.fragment_shader.15
286 dEQP-VK.multiview.index.fragment_shader.8
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/external/deqp/android/cts/main/vk-master/
Dray-query.txt53 dEQP-VK.ray_query.traversal_control.fragment_shader.generate_intersection.triangles
54 dEQP-VK.ray_query.traversal_control.fragment_shader.generate_intersection.aabbs
55 dEQP-VK.ray_query.traversal_control.fragment_shader.skip_intersection.triangles
56 dEQP-VK.ray_query.traversal_control.fragment_shader.skip_intersection.aabbs
157 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.none
158 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.opaque
159 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.noopaque
160 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.cullopaque
161 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.cullnoopaque
162 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.aabbs.none
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Dmultiview.txt165 dEQP-VK.multiview.renderpass2.index.fragment_shader.15
166 dEQP-VK.multiview.renderpass2.index.fragment_shader.8
167 dEQP-VK.multiview.renderpass2.index.fragment_shader.1_2_4_8
168 dEQP-VK.multiview.renderpass2.index.fragment_shader.15_15_15_15
169 dEQP-VK.multiview.renderpass2.index.fragment_shader.8_1_1_8
170 dEQP-VK.multiview.renderpass2.index.fragment_shader.5_10_5_10
171 dEQP-VK.multiview.renderpass2.index.fragment_shader.1_2_4_8_16_32
172 dEQP-VK.multiview.renderpass2.index.fragment_shader.max_multi_view_view_count
285 dEQP-VK.multiview.index.fragment_shader.15
286 dEQP-VK.multiview.index.fragment_shader.8
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/external/deqp/external/vulkancts/mustpass/main/vk-default/
Dray-query.txt53 dEQP-VK.ray_query.traversal_control.fragment_shader.generate_intersection.triangles
54 dEQP-VK.ray_query.traversal_control.fragment_shader.generate_intersection.aabbs
55 dEQP-VK.ray_query.traversal_control.fragment_shader.skip_intersection.triangles
56 dEQP-VK.ray_query.traversal_control.fragment_shader.skip_intersection.aabbs
157 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.none
158 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.opaque
159 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.noopaque
160 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.cullopaque
161 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.triangles.cullnoopaque
162 dEQP-VK.ray_query.ray_flags.fragment_shader.opacity.aabbs.none
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Dmultiview.txt165 dEQP-VK.multiview.renderpass2.index.fragment_shader.15
166 dEQP-VK.multiview.renderpass2.index.fragment_shader.8
167 dEQP-VK.multiview.renderpass2.index.fragment_shader.1_2_4_8
168 dEQP-VK.multiview.renderpass2.index.fragment_shader.15_15_15_15
169 dEQP-VK.multiview.renderpass2.index.fragment_shader.8_1_1_8
170 dEQP-VK.multiview.renderpass2.index.fragment_shader.5_10_5_10
171 dEQP-VK.multiview.renderpass2.index.fragment_shader.1_2_4_8_16_32
172 dEQP-VK.multiview.renderpass2.index.fragment_shader.max_multi_view_view_count
285 dEQP-VK.multiview.index.fragment_shader.15
286 dEQP-VK.multiview.index.fragment_shader.8
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/external/libkmsxx/kmscube/
Dcube-gles2.cpp11 GLuint vertex_shader, fragment_shader; in GlScene() local
162 fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); in GlScene()
164 glShaderSource(fragment_shader, 1, &fragment_shader_source, NULL); in GlScene()
165 glCompileShader(fragment_shader); in GlScene()
167 glGetShaderiv(fragment_shader, GL_COMPILE_STATUS, &ret); in GlScene()
173 glAttachShader(program, fragment_shader); in GlScene()
/external/rust/crates/vulkano/src/pipeline/graphics_pipeline/
Dbuilder.rs75 fragment_shader: Option<(GraphicsEntryPoint<'fs>, Fss)>, field
119 fragment_shader: None, in new()
165 self.fragment_shader.as_ref().map(|s| &s.0), in with_auto_layout()
275 if let Some(ref fragment_shader) = self.fragment_shader { in with_pipeline_layout()
276 let shader = &fragment_shader.0; in with_pipeline_layout()
367 let fragment_shader_specialization = if let Some(ref shader) = self.fragment_shader { in with_pipeline_layout()
475 if let Some(ref fragment_shader) = self.fragment_shader { in with_pipeline_layout()
476 match fragment_shader.0.ty() { in with_pipeline_layout()
484 module: fragment_shader.0.module().internal_object(), in with_pipeline_layout()
485 p_name: fragment_shader.0.name().as_ptr(), in with_pipeline_layout()
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Dtests.rs56 fragment_shader: unsafe { in create()
109 fragment_shader: unsafe { in bad_primitive_restart()
163 fragment_shader: unsafe { in multi_viewport_feature()
217 fragment_shader: unsafe { in max_viewports()
271 fragment_shader: unsafe { in no_depth_attachment()
/external/deqp/android/cts/main/vk-master-2019-03-01/
Dmultiview.txt156 dEQP-VK.multiview.renderpass2.index.fragment_shader.15
157 dEQP-VK.multiview.renderpass2.index.fragment_shader.8
158 dEQP-VK.multiview.renderpass2.index.fragment_shader.1_2_4_8
159 dEQP-VK.multiview.renderpass2.index.fragment_shader.15_15_15_15
160 dEQP-VK.multiview.renderpass2.index.fragment_shader.8_1_1_8
161 dEQP-VK.multiview.renderpass2.index.fragment_shader.5_10_5_10
162 dEQP-VK.multiview.renderpass2.index.fragment_shader.1_2_4_8_16_32
163 dEQP-VK.multiview.renderpass2.index.fragment_shader.max_multi_view_view_count
268 dEQP-VK.multiview.index.fragment_shader.15
269 dEQP-VK.multiview.index.fragment_shader.8
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/external/deqp/android/cts/main/vksc-main/
Dmultiview.txt165 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.15
166 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.8
167 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.1_2_4_8
168 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.15_15_15_15
169 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.8_1_1_8
170 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.5_10_5_10
171 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.1_2_4_8_16_32
172 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.max_multi_view_view_count
285 dEQP-VKSC.multiview.index.fragment_shader.15
286 dEQP-VKSC.multiview.index.fragment_shader.8
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/external/deqp/android/cts/main/vksc-master/
Dmultiview.txt148 dEQP-VKSC.multiview.index.fragment_shader.15
149 dEQP-VKSC.multiview.index.fragment_shader.8
150 dEQP-VKSC.multiview.index.fragment_shader.1_2_4_8
151 dEQP-VKSC.multiview.index.fragment_shader.15_15_15_15
152 dEQP-VKSC.multiview.index.fragment_shader.8_1_1_8
153 dEQP-VKSC.multiview.index.fragment_shader.5_10_5_10
154 dEQP-VKSC.multiview.index.fragment_shader.1_2_4_8_16_32
155 dEQP-VKSC.multiview.index.fragment_shader.max_multi_view_view_count
319 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.15
320 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.8
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/external/deqp/external/vulkancts/mustpass/main/vksc-default/
Dmultiview.txt165 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.15
166 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.8
167 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.1_2_4_8
168 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.15_15_15_15
169 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.8_1_1_8
170 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.5_10_5_10
171 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.1_2_4_8_16_32
172 dEQP-VKSC.multiview.renderpass2.index.fragment_shader.max_multi_view_view_count
285 dEQP-VKSC.multiview.index.fragment_shader.15
286 dEQP-VKSC.multiview.index.fragment_shader.8
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/external/deqp/android/cts/main/vk-master-2022-03-01/
Dmultiview.txt141 dEQP-VK.multiview.dynamic_rendering.index.fragment_shader.15
142 dEQP-VK.multiview.dynamic_rendering.index.fragment_shader.8
143 dEQP-VK.multiview.dynamic_rendering.index.fragment_shader.1_2_4_8
144 dEQP-VK.multiview.dynamic_rendering.index.fragment_shader.15_15_15_15
145 dEQP-VK.multiview.dynamic_rendering.index.fragment_shader.8_1_1_8
146 dEQP-VK.multiview.dynamic_rendering.index.fragment_shader.5_10_5_10
147 dEQP-VK.multiview.dynamic_rendering.index.fragment_shader.1_2_4_8_16_32
148 dEQP-VK.multiview.dynamic_rendering.index.fragment_shader.max_multi_view_view_count
/external/deqp-deps/amber/src/dawn/
Dpipeline_info.h48 : pipeline(the_pipeline), vertex_shader(vert), fragment_shader(frag) {} in RenderPipelineInfo()
53 ::dawn::ShaderModule fragment_shader;
Dpipeline_info_test.cc42 EXPECT_FALSE(static_cast<bool>(rpi.fragment_shader)); in TEST_F()
/external/deqp/external/openglcts/modules/gl/
Dgl3cClipDistance.cpp238 const std::string fragment_shader = m_fragment_shader_code_case_0; in MaxClipDistancesValueInVertexShaderTest() local
243 …gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader, transform_feedb… in MaxClipDistancesValueInVertexShaderTest()
324 const std::string fragment_shader = m_fragment_shader_code_case_1; in MaxClipDistancesValueInFragmentShaderTest() local
326 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader); in MaxClipDistancesValueInFragmentShaderTest()
412 const std::string fragment_shader = m_fragment_shader_code_case_2; in ClipDistancesValuePassing() local
414 gl3cts::ClipDistance::Utility::Program program(gl, vertex_shader, fragment_shader); in ClipDistancesValuePassing()
1347 const CompilationStatus& vertex_shader, const CompilationStatus& fragment_shader, in linkShaders() argument
1352 if (vertex_shader.shader_id && fragment_shader.shader_id) in linkShaders()
1379 m_gl.attachShader(program.program_id, fragment_shader.shader_id); in linkShaders()
1425 m_gl.detachShader(program.program_id, fragment_shader.shader_id); in linkShaders()
Dgl3cTextureSizePromotion.cpp751 std::string fragment_shader = s_fragment_shader_template; in prepareProgram() local
753 fragment_shader = Utilities::preprocessString(fragment_shader, "TEMPLATE_TYPE", type_name); in prepareProgram()
754 fragment_shader = in prepareProgram()
755 …Utilities::preprocessString(fragment_shader, "TEMPLATE_SAMPLER", sampler_prefix.append(sampler_nam… in prepareProgram()
756 fragment_shader = in prepareProgram()
757 …Utilities::preprocessString(fragment_shader, "TEMPLATE_TEXEL_FETCH_ARGUMENTS", texel_fetch_argumen… in prepareProgram()
758fragment_shader = Utilities::preprocessString(fragment_shader, "TEMPLATE_COMPONENT", component_nam… in prepareProgram()
762 …ildProgram(gl, m_context.getTestContext().getLog(), s_vertex_shader_code, fragment_shader.c_str()); in prepareProgram()
/external/mesa3d/src/intel/tools/imgui/
Dimgui_impl_opengl3.cpp368 const GLchar* fragment_shader = NULL; in ImGui_ImplOpenGL3_CreateDeviceObjects() local
372 fragment_shader = fragment_shader_glsl_120; in ImGui_ImplOpenGL3_CreateDeviceObjects()
377 fragment_shader = fragment_shader_glsl_130; in ImGui_ImplOpenGL3_CreateDeviceObjects()
387 const GLchar* fragment_shader_with_version[2] = { g_GlslVersionString, fragment_shader }; in ImGui_ImplOpenGL3_CreateDeviceObjects()
/external/rust/crates/vulkano/src/sync/
Dpipeline.rs101fragment_shader, FragmentShader => ash::vk::PipelineStageFlags::FRAGMENT_SHADER, ash::vk::QueueFla…
224 && !stages.fragment_shader in is_compatible_with()
231 if self.input_attachment_read && !stages.fragment_shader && !stages.all_graphics { in is_compatible_with()
/external/mesa3d/src/gallium/auxiliary/draw/
Ddraw_fs.c67 draw->fs.fragment_shader = dfs; in draw_bind_fragment_shader()
/external/OpenCL-CTS/test_common/gl/
Dhelpers.cpp1080 glShaderWrapper fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); in CreateGLTexture2DMultisample()
1081 glShaderSource(fragment_shader, 1, &fragment_source, NULL); in CreateGLTexture2DMultisample()
1082 glCompileShader(fragment_shader); in CreateGLTexture2DMultisample()
1087 glAttachShader(prog, fragment_shader); in CreateGLTexture2DMultisample()
1338 glShaderWrapper fragment_shader = glCreateShader(GL_FRAGMENT_SHADER); in CreateGLTexture2DArrayMultisample()
1339 glShaderSource(fragment_shader, 1, &fragment_source, NULL); in CreateGLTexture2DArrayMultisample()
1340 glCompileShader(fragment_shader); in CreateGLTexture2DArrayMultisample()
1345 glAttachShader(prog, fragment_shader); in CreateGLTexture2DArrayMultisample()
/external/mesa3d/src/gallium/auxiliary/cso_cache/
Dcso_context.c114 void *fragment_shader, *fragment_shader_saved; member
693 if (ctx->fragment_shader != handle) { in cso_set_fragment_shader_handle()
694 ctx->fragment_shader = handle; in cso_set_fragment_shader_handle()
703 ctx->fragment_shader_saved = ctx->fragment_shader; in cso_save_fragment_shader()
709 if (ctx->fragment_shader_saved != ctx->fragment_shader) { in cso_restore_fragment_shader()
711 ctx->fragment_shader = ctx->fragment_shader_saved; in cso_restore_fragment_shader()
/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/
DesextcTextureCubeMapArraySampling.cpp4356 , fragment_shader(0)
4404 return fragment_shader;
4438 fragment_shader = shader_group.sampling_fragment_shader;
4440 is_program_defined = ((0 != fragment_shader) && (0 != vertex_shader));
4443 fragment_shader = shader_group.pass_through_fragment_shader;
4446 is_program_defined = ((0 != fragment_shader) && (0 != geometry_shader) && (0 != vertex_shader));
4449 fragment_shader = shader_group.pass_through_fragment_shader;
4453 is_program_defined = ((0 != fragment_shader) && (0 != tesselation_control_shader) &&
4457 fragment_shader = shader_group.pass_through_fragment_shader;
4464 is_program_defined = ((0 != fragment_shader) && (0 != tesselation_control_shader) &&
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