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Searched refs:setUniforms (Results 1 – 17 of 17) sorted by relevance

/external/deqp/modules/gles3/functional/
Des3fFboTestUtil.hpp95 void setUniforms (sglr::Context& context, deUint32 program) const;
124 void setUniforms (sglr::Context& context, deUint32 program) const;
146 void setUniforms (sglr::Context& context, deUint32 program) const;
168 void setUniforms (sglr::Context& context, deUint32 program) const;
187 …void setUniforms (sglr::Context& context, deUint32 program, const float gradientMin, const…
Des3fFboDepthbufferTests.cpp80 texShader.setUniforms (*getCurrentContext(), texShaderID); in render()
203 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); in render()
209 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 1.0f, 1.0f, red); in render()
214 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 0.0f, 0.0f, red); in render()
289 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); in render()
294 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -0.5f, 3.0f, yellow); in render()
Des3fFboColorbufferTests.cpp241 texToFbo0Shader.setUniforms(*getCurrentContext(), texToFbo0ShaderID); in render()
242 texToFbo1Shader.setUniforms(*getCurrentContext(), texToFbo1ShaderID); in render()
243 multiTexShader.setUniforms (*getCurrentContext(), multiTexShaderID); in render()
371 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render()
458 cubeTexShader.setUniforms(*getCurrentContext(), cubeTexShaderID); in render()
500 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render()
584 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID); in render()
626 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render()
708 tdTexShader.setUniforms(*getCurrentContext(), tdTexShaderID); in render()
755 texShader.setUniforms (*getCurrentContext(), texShaderID); in render()
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Des3fFboRenderTest.cpp578 texToFboShader.setUniforms(context, texToFboShaderID); in render()
584 texToFboShader.setUniforms(context, texToFboShaderID); in render()
595 texFromFboShader.setUniforms(context, texFromFboShaderID); in render()
682 texShader.setUniforms(context, texShaderID); in render()
722 texShader.setUniforms(context, texShaderID); in render()
826 shader.setUniforms(context, shaderID); in render()
907 texShader.setUniforms(context, texShaderID); in render()
1144 texToFboShader.setUniforms (context, texToFboShaderID); in render()
1145 texFromFboShader.setUniforms(context, texFromFboShaderID); in render()
1296 texToFboShader.setUniforms (ctx, texToFboShaderID); in render()
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Des3fFboTestUtil.cpp341 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::FboTestUtil::Texture2DShader
500 void TextureCubeShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::FboTestUtil::TextureCubeShader
611 void Texture2DArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::FboTestUtil::Texture2DArrayShader
719 void Texture3DShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::FboTestUtil::Texture3DShader
818 void DepthGradientShader::setUniforms (sglr::Context& ctx, deUint32 program, const float gradientMi… in setUniforms() function in deqp::gles3::Functional::FboTestUtil::DepthGradientShader
Des3fFboInvalidateTests.cpp288 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
380 texShader.setUniforms (*getCurrentContext(), texShaderID); in render()
644 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
655 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
1016 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
1027 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
Des3fShaderStructTests.cpp1194 …struct SetUniforms_##NAME { static void setUniforms (const glw::Functions& gl, deUint32 programID,… in init()
1196 …", DESCRIPTION, true, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC)); … in init()
1197 …, DESCRIPTION, false, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC)); … in init()
Des3fFramebufferBlitTests.cpp85 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
499 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
643 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
819 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
Des3fTextureUnitTests.cpp341 void setUniforms (sglr::Context& context, deUint32 program) const;
543 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::MultiTexShader
1214 m_shader->setUniforms(context, shaderID); in render()
Des3fTextureSpecificationTests.cpp315 shader.setUniforms(*ctx, shaderID); in verifyTexture()
406 shader.setUniforms(*ctx, shaderID); in verifyTexture()
506 shader.setUniforms(*ctx, shaderID); in verifyTexture()
607 shader.setUniforms(*ctx, shaderID); in verifyTexture()
/external/deqp/modules/gles31/functional/
Des31fFboTestUtil.hpp65 void setUniforms (sglr::Context& context, deUint32 program) const;
95 void setUniforms (sglr::Context& context, deUint32 program) const;
Des31fFboColorbufferTests.cpp147 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render()
244 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID); in render()
Des31fFboTestUtil.cpp184 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles31::Functional::FboTestUtil::Texture2DShader
353 void TextureCubeArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles31::Functional::FboTestUtil::TextureCubeArrayShader
Des31fTextureSpecificationTests.cpp290 shader.setUniforms(*ctx, shaderID); in verifyTexture()
/external/deqp/modules/gles2/functional/
Des2fShaderStructTests.cpp1220 …struct SetUniforms_##NAME { static void setUniforms (const glw::Functions& gl, deUint32 programID,… in init()
1222 …tex", DESCRIPTION, true, FLAGS, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC)); … in init()
1223 …nt", DESCRIPTION, false, FLAGS, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC)); … in init()
Des2fTextureUnitTests.cpp245 void setUniforms (sglr::Context& context, deUint32 program) const;
396 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms() function in deqp::gles2::Functional::MultiTexShader
909 m_shader->setUniforms(context, shaderID); in render()
Des2fTextureSpecificationTests.cpp191 void setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms() function in deqp::gles2::Functional::Tex2DShader
273 void setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms() function in deqp::gles2::Functional::TexCubeShader
572 m_tex2DShader.setUniforms(*getCurrentContext(), shaderID); in renderTex2D()
599 shaders[face]->setUniforms(*getCurrentContext(), shaderID); in renderTexCube()