/external/deqp/modules/gles3/functional/ |
D | es3fFboTestUtil.hpp | 95 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…
|
D | es3fFboDepthbufferTests.cpp | 80 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()
|
D | es3fFboColorbufferTests.cpp | 241 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() [all …]
|
D | es3fFboRenderTest.cpp | 578 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() [all …]
|
D | es3fFboTestUtil.cpp | 341 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
|
D | es3fFboInvalidateTests.cpp | 288 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()
|
D | es3fShaderStructTests.cpp | 1194 …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()
|
D | es3fFramebufferBlitTests.cpp | 85 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()
|
D | es3fTextureUnitTests.cpp | 341 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()
|
D | es3fTextureSpecificationTests.cpp | 315 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/ |
D | es31fFboTestUtil.hpp | 65 void setUniforms (sglr::Context& context, deUint32 program) const; 95 void setUniforms (sglr::Context& context, deUint32 program) const;
|
D | es31fFboColorbufferTests.cpp | 147 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render() 244 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID); in render()
|
D | es31fFboTestUtil.cpp | 184 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
|
D | es31fTextureSpecificationTests.cpp | 290 shader.setUniforms(*ctx, shaderID); in verifyTexture()
|
/external/deqp/modules/gles2/functional/ |
D | es2fShaderStructTests.cpp | 1220 …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()
|
D | es2fTextureUnitTests.cpp | 245 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()
|
D | es2fTextureSpecificationTests.cpp | 191 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()
|