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Searched refs:shaderID (Results 1 – 21 of 21) sorted by relevance

/external/deqp/modules/gles2/functional/
Des2fDepthTests.cpp205 deUint32 shaderID = context.createProgram(&shader); in render() local
219 shader.setColor(context, shaderID, red); in render()
220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
222 shader.setColor(context, shaderID, green); in render()
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
227 shader.setColor(context, shaderID, red); in render()
228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render()
230 shader.setColor(context, shaderID, green); in render()
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render()
235 shader.setColor(context, shaderID, red); in render()
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Des2fFboRenderTest.cpp704 deUint32 shaderID = context.createProgram(&shader); in render() local
706 shader.setUnit(context, shaderID, 0); in render()
710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
960 deUint32 shaderID = context.createProgram(&shader); in render() local
970 shader.setUnit(context, shaderID, 0); in render()
981 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
989 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
1015 deUint32 shaderID = context.createProgram(&shader); in render() local
1051 shader.setUnit(context, shaderID, 0); in render()
1052 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
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Des2fTextureSpecificationTests.cpp574 deUint32 shaderID = getCurrentContext()->createProgram(&m_tex2DShader); in renderTex2D() local
576 m_tex2DShader.setUniforms(*getCurrentContext(), shaderID); in renderTex2D()
577 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*… in renderTex2D()
601 deUint32 shaderID = getCurrentContext()->createProgram(shaders[face]); in renderTexCube() local
603 shaders[face]->setUniforms(*getCurrentContext(), shaderID); in renderTexCube()
604 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*… in renderTexCube()
1326 deUint32 shaderID = getCurrentContext()->createProgram(&shader); in createTexture() local
1332 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture()
1374 deUint32 shaderID = getCurrentContext()->createProgram(&shader); in createTexture() local
1382 …sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f… in createTexture()
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Des2fTextureUnitTests.cpp906 deUint32 shaderID = context.createProgram(m_shader); in render() local
912 m_shader->setUniforms(context, shaderID); in render()
913 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
/external/deqp/modules/gles3/functional/
Des3fDepthTests.cpp208 deUint32 shaderID = context.createProgram(&shader); in render() local
222 shader.setColor(context, shaderID, red); in render()
223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
225 shader.setColor(context, shaderID, green); in render()
226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render()
230 shader.setColor(context, shaderID, red); in render()
231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render()
233 shader.setColor(context, shaderID, green); in render()
234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render()
238 shader.setColor(context, shaderID, red); in render()
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Des3fTextureSpecificationTests.cpp312 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
315 shader.setUniforms(*ctx, shaderID); in verifyTexture()
316 renderTex(dst, shaderID, levelW, levelH); in verifyTexture()
403 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
406 shader.setUniforms(*ctx, shaderID); in verifyTexture()
407 renderTex(dst, shaderID, levelSize, levelSize); in verifyTexture()
503 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
506 shader.setUniforms(*ctx, shaderID); in verifyTexture()
507 renderTex(dst, shaderID, levelW, levelH); in verifyTexture()
604 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
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Des3fTextureUnitTests.cpp1211 deUint32 shaderID = context.createProgram(m_shader); in render() local
1217 m_shader->setUniforms(context, shaderID); in render()
1218 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render()
Des3fFboRenderTest.cpp826 deUint32 shaderID = context.createProgram(&shader); in render() local
828 shader.setUniforms(context, shaderID); in render()
832 sglr::drawQuad(context, shaderID, Vec3(-0.9f, -0.9f, 0.0f), Vec3(0.9f, 0.9f, 0.0f)); in render()
/external/angle/src/tests/egl_tests/
DEGLBlobCacheTest.cpp324 GLuint shaderID = CompileShader(GL_VERTEX_SHADER, kVertexShaderSrc); in TEST_P() local
325 ASSERT_TRUE(shaderID != 0); in TEST_P()
328 glDeleteShader(shaderID); in TEST_P()
331 shaderID = CompileShader(GL_VERTEX_SHADER, kVertexShaderSrc); in TEST_P()
332 ASSERT_TRUE(shaderID != 0); in TEST_P()
335 glDeleteShader(shaderID); in TEST_P()
338 shaderID = CompileShader(GL_FRAGMENT_SHADER, kFragmentShaderSrc); in TEST_P()
339 ASSERT_TRUE(shaderID != 0); in TEST_P()
342 glDeleteShader(shaderID); in TEST_P()
345 shaderID = CompileShader(GL_VERTEX_SHADER, kVertexShaderSrc); in TEST_P()
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/external/swiftshader/src/Device/
DPixelProcessor.cpp88 state.shaderID = fragmentShader->getIdentifier(); in update()
94 state.shaderID = 0; in update()
199 routine = (*generator)("PixelRoutine_%0.8X", state.shaderID); in routine()
DVertexProcessor.cpp75 state.shaderID = vertexShader->getIdentifier(); in update()
106 routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); in routine()
DVertexProcessor.hpp67 uint64_t shaderID; member
DPixelProcessor.hpp68 uint64_t shaderID; member
/external/angle/src/libANGLE/renderer/gl/
DShaderGL.h23 GLuint shaderID,
DPLSProgramCache.cpp27 bool IsShaderCompiled(const FunctionsGL *gl, GLuint shaderID) in IsShaderCompiled() argument
30 gl->getShaderiv(shaderID, GL_COMPILE_STATUS, &isCompiled); in IsShaderCompiled()
DShaderGL.cpp152 GLuint shaderID, in ShaderGL() argument
156 mShaderID(shaderID), in ShaderGL()
/external/skia/src/gpu/graphite/
DDrawPass.cpp469 UniquePaintParamsID shaderID; in Make() local
473 std::tie(shaderID, shadingUniforms, paintTextures) = in Make()
488 {step, performsShading ? shaderID : UniquePaintParamsID::InvalidID()}); in Make()
/external/skia/src/gpu/ganesh/gl/builders/
DGrGLProgramBuilder.cpp479 if (GrGLuint shaderID = GrGLCompileAndAttachShader(glGpu->glContext(), programID, type, in PrecompileProgram() local
482 shadersToDelete.push_back(shaderID); in PrecompileProgram()
/external/deqp/modules/gles31/functional/
Des31fTextureSpecificationTests.cpp291 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local
294 shader.setUniforms(*ctx, shaderID); in verifyTexture()
295 renderTex(dst, shaderID, levelSize, levelSize); in verifyTexture()
/external/angle/src/libANGLE/
DContext.cpp1105 const ShaderProgramID shaderID = PackParam<ShaderProgramID>(createShader(type)); in createShaderProgramv() local
1106 if (shaderID.value) in createShaderProgramv()
1108 Shader *shaderObject = getShader(shaderID); in createShaderProgramv()
1129 deleteShader(shaderID); in createShaderProgramv()
1135 deleteShader(shaderID); in createShaderProgramv()
1147 deleteShader(shaderID); in createShaderProgramv()
/external/angle/src/libANGLE/capture/
DFrameCapture.cpp7344 gl::ShaderProgramID shaderID = {call.params.getReturnValue().value.GLuintVal}; in maybeCapturePreCallUpdates() local
7345 handleGennedResource(context, shaderID); in maybeCapturePreCallUpdates()
7347 mResourceTracker.setShaderProgramType(shaderID, ShaderProgramType::ShaderType); in maybeCapturePreCallUpdates()
7368 gl::ShaderProgramID shaderID = in maybeCapturePreCallUpdates() local
7371 const gl::Shader *shader = context->getShader(shaderID); in maybeCapturePreCallUpdates()
7375 setShaderSource(shaderID, shader->getSourceString()); in maybeCapturePreCallUpdates()