/external/deqp/android/cts/main/vk-master-2021-03-01/ |
D | ray-query.txt | 53 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 [all …]
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/external/swiftshader/tests/regres/testlists/vk-default/ |
D | ray-query.txt | 53 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 [all …]
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D | multiview.txt | 165 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 [all …]
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/external/deqp/android/cts/main/vk-master/ |
D | ray-query.txt | 53 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 [all …]
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D | multiview.txt | 165 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 [all …]
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/external/deqp/external/vulkancts/mustpass/main/vk-default/ |
D | ray-query.txt | 53 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 [all …]
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D | multiview.txt | 165 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 [all …]
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/external/libkmsxx/kmscube/ |
D | cube-gles2.cpp | 11 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()
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/external/rust/crates/vulkano/src/pipeline/graphics_pipeline/ |
D | builder.rs | 75 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() [all …]
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D | tests.rs | 56 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()
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/external/deqp/android/cts/main/vk-master-2019-03-01/ |
D | multiview.txt | 156 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 [all …]
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/external/deqp/android/cts/main/vksc-main/ |
D | multiview.txt | 165 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 [all …]
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/external/deqp/android/cts/main/vksc-master/ |
D | multiview.txt | 148 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 [all …]
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/external/deqp/external/vulkancts/mustpass/main/vksc-default/ |
D | multiview.txt | 165 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 [all …]
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/external/deqp/android/cts/main/vk-master-2022-03-01/ |
D | multiview.txt | 141 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
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/external/deqp-deps/amber/src/dawn/ |
D | pipeline_info.h | 48 : pipeline(the_pipeline), vertex_shader(vert), fragment_shader(frag) {} in RenderPipelineInfo() 53 ::dawn::ShaderModule fragment_shader;
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D | pipeline_info_test.cc | 42 EXPECT_FALSE(static_cast<bool>(rpi.fragment_shader)); in TEST_F()
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/external/deqp/external/openglcts/modules/gl/ |
D | gl3cClipDistance.cpp | 238 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()
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D | gl3cTextureSizePromotion.cpp | 751 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() 758 …fragment_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()
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/external/mesa3d/src/intel/tools/imgui/ |
D | imgui_impl_opengl3.cpp | 368 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()
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/external/rust/crates/vulkano/src/sync/ |
D | pipeline.rs | 101 …fragment_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()
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/external/mesa3d/src/gallium/auxiliary/draw/ |
D | draw_fs.c | 67 draw->fs.fragment_shader = dfs; in draw_bind_fragment_shader()
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/external/OpenCL-CTS/test_common/gl/ |
D | helpers.cpp | 1080 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()
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/external/mesa3d/src/gallium/auxiliary/cso_cache/ |
D | cso_context.c | 114 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()
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/external/deqp/external/openglcts/modules/glesext/texture_cube_map_array/ |
D | esextcTextureCubeMapArraySampling.cpp | 4356 , 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) && [all …]
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