/external/deqp/modules/glshared/ |
D | glsSamplerObjectTest.cpp | 301 glu::VertexArrayBinding vertexArrays[] = {glu::VertexArrayBinding( in render() local 319 glu::VertexArrayBinding vertexArrays[] = {glu::VertexArrayBinding( in render() local 337 glu::VertexArrayBinding vertexArrays[] = {glu::VertexArrayBinding( in render() local 817 glu::VertexArrayBinding vertexArrays[] = {glu::VertexArrayBinding( in render() local 835 glu::VertexArrayBinding vertexArrays[] = {glu::VertexArrayBinding( in render() local 853 glu::VertexArrayBinding vertexArrays[] = {glu::VertexArrayBinding( in render() local
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D | glsFragmentOpUtil.cpp | 181 std::vector<glu::VertexArrayBinding> vertexArrays; in render() local
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D | glsTextureTestUtil.cpp | 692 …const glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 4, 4, 0, &position[0]… in renderQuad() local
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/external/deqp/framework/opengl/ |
D | gluDrawUtil.cpp | 483 static bool isDrawCallValid(int numVertexArrays, const VertexArrayBinding *vertexArrays, in isDrawCallValid() 527 const VertexArrayBinding *vertexArrays, const PrimitiveList &primitives, in drawFromUserPointers() 563 const VertexArrayBinding *vertexArrays, const PrimitiveList &primitives, in drawFromBuffers() 621 const VertexArrayBinding *vertexArrays, const PrimitiveList &primitives, in drawFromVAOBuffers() 632 …derContext &context, uint32_t program, int numVertexArrays, const VertexArrayBinding *vertexArrays, in draw()
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/external/deqp/external/openglcts/modules/gl/ |
D | gl4cShaderBallotTests.cpp | 261 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("inPosition", 2, 4, 0, position)}; in renderQuad() local 347 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("position", 2, 4, 0, position), in executeComputeShader() local 936 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("inPosition", 2, 4, 0, position)}; in renderQuad() local 1027 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("position", 2, 4, 0, position), in executeComputeShader() local
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D | gl4cES31CompatibilitySampleVariablesTests.cpp | 370 glu::VertexArrayBinding vertexArrays[] = { in iterate() local 451 glu::VertexArrayBinding vertexArrays[] = { in iterate() local 675 glu::VertexArrayBinding vertexArrays[] = { in iterate() local 758 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
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D | gl4cShaderAtomicCounterOpsTests.cpp | 271 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("inPosition", 2, 4, 0, position)}; in renderQuad() local 361 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("position", 2, 4, 0, position), in executeComputeShader() local
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D | gl4cShaderViewportLayerArrayTests.cpp | 244 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("inPosition", 2, 4, 0, position), in renderQuad() local
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D | gl4cSparseTexture2Tests.cpp | 1982 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("vertex", 3, 4, 0, vertices), in verifyStencilTest() local 2027 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("vertex", 3, 4, 0, vertices), in verifyDepthTest() local 2071 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("vertex", 3, 4, 0, vertices), in verifyDepthBoundsTest() local
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/external/deqp/external/openglcts/modules/common/ |
D | glcSampleVariablesTests.cpp | 372 glu::VertexArrayBinding vertexArrays[] = { in iterate() local 453 glu::VertexArrayBinding vertexArrays[] = { in iterate() local 673 glu::VertexArrayBinding vertexArrays[] = { in iterate() local 757 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
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D | glcFragDepthTests.cpp | 222 … glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 4, 4, 0, &position[0]), in iterate() local 342 … glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 4, 4, 0, &position[0]), in iterate() local
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D | glcShaderMultisampleInterpolationTests.cpp | 403 glu::VertexArrayBinding vertexArrays[] = { in iterate() local 469 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
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D | glcAggressiveShaderOptimizationsTests.cpp | 443 const glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("position", 2, 4, 0, positions), in renderAndGrabSurface() local
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D | glcShaderGroupVoteTests.cpp | 182 glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("position", 2, 4, 0, position), in execute() local
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D | glcNearestEdgeTests.cpp | 337 …const std::vector<glu::VertexArrayBinding> vertexArrays = {glu::va::Float("position", 2, 4, 0, pos… in renderQuad() local
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D | glcShaderIntegerMixTests.cpp | 478 glu::VertexArrayBinding vertexArrays[] = { in test() local
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D | glcGLSLVectorConstructorTests.cpp | 474 const vector<glu::VertexArrayBinding> vertexArrays = { in iterate() local
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderFragDataTests.cpp | 182 …const glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 2, 4, 0, &positions[0… in iterate() local 281 …const glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 2, 4, 0, &positions[0… in iterate() local
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D | es3fFragDepthTests.cpp | 210 … glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 4, 4, 0, &position[0]), in iterate() local 327 … glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 4, 4, 0, &position[0]), in iterate() local
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D | es3fShaderPrecisionTests.cpp | 351 vector<glu::VertexArrayBinding> vertexArrays; in iterate() local 568 vector<glu::VertexArrayBinding> vertexArrays; in iterate() local 763 vector<glu::VertexArrayBinding> vertexArrays; in iterate() local
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/external/deqp/modules/gles2/functional/ |
D | es2fShaderFragDataTests.cpp | 164 …const glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 2, 4, 0, &positions[0… in iterate() local
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/external/deqp/external/openglcts/modules/gles31/ |
D | es31cSampleShadingTests.cpp | 328 glu::VertexArrayBinding vertexArrays[] = { in iterate() local 392 glu::VertexArrayBinding vertexArrays[] = { in iterate() local
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/external/deqp/modules/gles31/functional/ |
D | es31fStencilTexturingTests.cpp | 225 …const glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 2, 4, 0, &positions[0… in blitStencilToColor2D() local 275 …const glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 2, 4, 0, &positions[0… in blitStencilToColor2DArray() local 325 …const glu::VertexArrayBinding vertexArrays[] = {glu::va::Float("a_position", 2, 4, 0, &positions[0… in blitStencilToColorCube() local
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/external/deqp/external/openglcts/modules/gles3/ |
D | es3cNumberParsingTests.cpp | 377 const std::vector<glu::VertexArrayBinding> vertexArrays = { in iterate() local
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/external/deqp/modules/gles3/stress/ |
D | es3sLongRunningShaderTests.cpp | 277 vector<glu::VertexArrayBinding> vertexArrays; in iterate() local
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