/external/deqp/modules/gles2/functional/ |
D | es2fDepthTests.cpp | 205 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() [all …]
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D | es2fFboRenderTest.cpp | 704 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() [all …]
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D | es2fTextureSpecificationTests.cpp | 574 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() [all …]
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D | es2fTextureUnitTests.cpp | 906 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()
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/external/deqp/modules/gles3/functional/ |
D | es3fDepthTests.cpp | 208 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() [all …]
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D | es3fTextureSpecificationTests.cpp | 312 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 [all …]
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D | es3fTextureUnitTests.cpp | 1211 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()
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D | es3fFboRenderTest.cpp | 826 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()
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/external/angle/src/tests/egl_tests/ |
D | EGLBlobCacheTest.cpp | 324 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() [all …]
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/external/swiftshader/src/Device/ |
D | PixelProcessor.cpp | 88 state.shaderID = fragmentShader->getIdentifier(); in update() 94 state.shaderID = 0; in update() 199 routine = (*generator)("PixelRoutine_%0.8X", state.shaderID); in routine()
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D | VertexProcessor.cpp | 75 state.shaderID = vertexShader->getIdentifier(); in update() 106 routine = (*generator)("VertexRoutine_%0.8X", state.shaderID); in routine()
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D | VertexProcessor.hpp | 67 uint64_t shaderID; member
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D | PixelProcessor.hpp | 68 uint64_t shaderID; member
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/external/angle/src/libANGLE/renderer/gl/ |
D | ShaderGL.h | 23 GLuint shaderID,
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D | PLSProgramCache.cpp | 27 bool IsShaderCompiled(const FunctionsGL *gl, GLuint shaderID) in IsShaderCompiled() argument 30 gl->getShaderiv(shaderID, GL_COMPILE_STATUS, &isCompiled); in IsShaderCompiled()
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D | ShaderGL.cpp | 152 GLuint shaderID, in ShaderGL() argument 156 mShaderID(shaderID), in ShaderGL()
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/external/skia/src/gpu/graphite/ |
D | DrawPass.cpp | 469 UniquePaintParamsID shaderID; in Make() local 473 std::tie(shaderID, shadingUniforms, paintTextures) = in Make() 488 {step, performsShading ? shaderID : UniquePaintParamsID::InvalidID()}); in Make()
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/external/skia/src/gpu/ganesh/gl/builders/ |
D | GrGLProgramBuilder.cpp | 479 if (GrGLuint shaderID = GrGLCompileAndAttachShader(glGpu->glContext(), programID, type, in PrecompileProgram() local 482 shadersToDelete.push_back(shaderID); in PrecompileProgram()
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/external/deqp/modules/gles31/functional/ |
D | es31fTextureSpecificationTests.cpp | 291 deUint32 shaderID = ndx ? shaderIDRef : shaderIDgles; in verifyTexture() local 294 shader.setUniforms(*ctx, shaderID); in verifyTexture() 295 renderTex(dst, shaderID, levelSize, levelSize); in verifyTexture()
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/external/angle/src/libANGLE/ |
D | Context.cpp | 1105 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()
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/external/angle/src/libANGLE/capture/ |
D | FrameCapture.cpp | 7344 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()
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