/external/deqp/framework/opengl/simplereference/ |
D | sglrShaderProgram.cpp | 71 m_uniforms.push_back(v); in operator <<() 143 , m_uniforms (decl.m_uniforms.size()) in ShaderProgram() 192 for (size_t ndx = 0; ndx < decl.m_uniforms.size(); ++ndx) in ShaderProgram() 194 this->m_uniforms[ndx].name = decl.m_uniforms[ndx].name; in ShaderProgram() 195 this->m_uniforms[ndx].type = decl.m_uniforms[ndx].type; in ShaderProgram() 207 for (size_t ndx = 0; ndx < m_uniforms.size(); ++ndx) in getUniformByName() 208 if (m_uniforms[ndx].name == std::string(name)) in getUniformByName() 209 return m_uniforms[ndx]; in getUniformByName() 212 return m_uniforms[0]; in getUniformByName()
|
D | sglrShaderProgram.hpp | 176 std::vector<Uniform> m_uniforms; member in sglr::pdec::ShaderProgramDeclaration 245 std::vector<UniformSlot> m_uniforms; member in sglr::ShaderProgram
|
D | sglrReferenceContext.cpp | 3760 std::vector<sglr::UniformSlot>& uniforms = m_currentProgram->m_program->m_uniforms; in uniformv() 3780 std::vector<sglr::UniformSlot>& uniforms = m_currentProgram->m_program->m_uniforms; in uniform1iv() 3866 std::vector<sglr::UniformSlot>& uniforms = m_currentProgram->m_program->m_uniforms; in uniformMatrix3fv() 3904 std::vector<sglr::UniformSlot>& uniforms = m_currentProgram->m_program->m_uniforms; in uniformMatrix4fv() 3943 std::vector<sglr::UniformSlot>& uniforms = shaderProg->m_program->m_uniforms; in getUniformLocation() 4406 …for (size_t uniformNdx = 0; uniformNdx < m_currentProgram->m_program->m_uniforms.size(); ++uniform… in drawWithReference() 4409 const int texNdx = m_currentProgram->m_program->m_uniforms[uniformNdx].value.i; in drawWithReference() 4411 switch (m_currentProgram->m_program->m_uniforms[uniformNdx].type) in drawWithReference() 4425 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex1D = tex; in drawWithReference() 4428 m_currentProgram->m_program->m_uniforms[uniformNdx].sampler.tex1D = &m_emptyTex1D; in drawWithReference() [all …]
|
/external/deqp/modules/glshared/ |
D | glsUniformBlockCase.hpp | 196 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } in addUniform() 198 inline Iterator begin (void) { return m_uniforms.begin(); } in begin() 199 inline ConstIterator begin (void) const { return m_uniforms.begin(); } in begin() 200 inline Iterator end (void) { return m_uniforms.end(); } in end() 201 inline ConstIterator end (void) const { return m_uniforms.end(); } in end() 206 std::vector<Uniform> m_uniforms; member in deqp::gls::ub::UniformBlock
|
D | glsRandomShaderCase.cpp | 151 rsg::computeUniformValues(rnd, m_uniforms, unifiedUniforms); in init() 222 …tor<rsg::VariableValue>::const_iterator uniformIter = m_uniforms.begin(); uniformIter != m_uniform… in init() 505 …tor<rsg::VariableValue>::const_iterator uniformIter = m_uniforms.begin(); uniformIter != m_uniform… in iterate() 551 executor.execute(m_vertexShader, m_fragmentShader, m_uniforms); in iterate()
|
D | glsRandomShaderCase.hpp | 105 std::vector<rsg::VariableValue> m_uniforms; member in deqp::gls::RandomShaderCase
|
D | glsRandomShaderProgram.cpp | 157 DE_ASSERT(m_numUnifiedUniforms == (int)m_uniforms.size()); in refreshUniforms() 163 const sglr::UniformSlot& uniformSlot = m_uniforms[uniformNdx]; in refreshUniforms()
|
/external/deqp/external/vulkancts/modules/vulkan/ubo/ |
D | vktUniformBlockCase.hpp | 197 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } in addUniform() 199 inline Iterator begin (void) { return m_uniforms.begin(); } in begin() 200 inline ConstIterator begin (void) const { return m_uniforms.begin(); } in begin() 201 inline Iterator end (void) { return m_uniforms.end(); } in end() 202 inline ConstIterator end (void) const { return m_uniforms.end(); } in end() 207 std::vector<Uniform> m_uniforms; member in vkt::ubo::UniformBlock
|
/external/deqp/modules/gles3/functional/ |
D | es3fFboTestUtil.cpp | 123 const tcu::Vec4 color (m_uniforms[0].value.f4); in shadeFragments() 209 const tcu::Vec4 gradientMin(m_uniforms[0].value.f4); in shadeFragments() 210 const tcu::Vec4 gradientMax(m_uniforms[1].value.f4); in shadeFragments() 373 const tcu::Vec4 outScale (m_uniforms[0].value.f4); in shadeFragments() 374 const tcu::Vec4 outBias (m_uniforms[1].value.f4); in shadeFragments() 395 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments() 396 const tcu::Vec4 scale (m_uniforms[2 + ndx*3 + 1].value.f4); in shadeFragments() 397 const tcu::Vec4 bias (m_uniforms[2 + ndx*3 + 2].value.f4); in shadeFragments() 512 tcu::Mat3 texCoordMat = tcu::Mat3(m_uniforms[0].value.m3); in shadeVertices() 527 const tcu::Vec4 texScale (m_uniforms[2].value.f4); in shadeFragments() [all …]
|
D | es3fUniformApiTests.cpp | 338 int getNumUniforms (void) const { return (int)m_uniforms.size(); } in getNumUniforms() 340 Uniform& getUniform (const int ndx) { return m_uniforms[ndx]; } in getUniform() 341 const Uniform& getUniform (const int ndx) const { return m_uniforms[ndx]; } in getUniform() 343 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } in addUniform() 357 for (int i = 0; i < (int)m_uniforms.size(); i++) in moveContents() 358 receiver.addUniform(m_uniforms[i]); in moveContents() 359 m_uniforms.clear(); in moveContents() 368 for (int i = 0; i < (int)m_uniforms.size(); i++) in containsMatchingBasicType() 369 if (typeContainsMatchingBasicType(m_uniforms[i].type, predicate)) in containsMatchingBasicType() 377 for (int i = 0; i < (int)m_uniforms.size(); i++) in getSamplerTypes() [all …]
|
D | es3fTextureUnitTests.cpp | 665 … case GL_TEXTURE_2D: m_uniforms[4*unitNdx].sampler.tex2D->sample4(texSamples, coords2D); break; in shadeFragments() 666 …case GL_TEXTURE_CUBE_MAP: m_uniforms[4*unitNdx].sampler.texCube->sample4(texSamples, coords3D); b… in shadeFragments() 667 …case GL_TEXTURE_2D_ARRAY: m_uniforms[4*unitNdx].sampler.tex2DArray->sample4(texSamples, coords3D);… in shadeFragments() 668 … case GL_TEXTURE_3D: m_uniforms[4*unitNdx].sampler.tex3D->sample4(texSamples, coords3D); break; in shadeFragments()
|
/external/deqp/framework/randomshaders/ |
D | rsgShader.hpp | 110 std::vector<ShaderInput*>& getUniforms (void) { return m_uniforms; } in getUniforms() 114 const std::vector<ShaderInput*>& getUniforms (void) const { return m_uniforms; } in getUniforms() 124 std::vector<ShaderInput*> m_uniforms; member in rsg::Shader
|
D | rsgShader.cpp | 78 deleteVectorElements(m_uniforms); in ~Shader()
|
/external/deqp/modules/gles31/functional/ |
D | es31fFboTestUtil.cpp | 216 const tcu::Vec4 outScale (m_uniforms[0].value.f4); in shadeFragments() 217 const tcu::Vec4 outBias (m_uniforms[1].value.f4); in shadeFragments() 238 const sglr::rc::Texture2D* tex = m_uniforms[2 + ndx*3].sampler.tex2D; in shadeFragments() 239 const tcu::Vec4 scale (m_uniforms[2 + ndx*3 + 1].value.f4); in shadeFragments() 240 const tcu::Vec4 bias (m_uniforms[2 + ndx*3 + 2].value.f4); in shadeFragments() 366 tcu::Mat3 texCoordMat = tcu::Mat3(m_uniforms[0].value.m3); in shadeVertices() 381 const tcu::Vec4 texScale (m_uniforms[2].value.f4); in shadeFragments() 382 const tcu::Vec4 texBias (m_uniforms[3].value.f4); in shadeFragments() 389 const sglr::rc::TextureCubeArray* tex = m_uniforms[1].sampler.texCubeArray; in shadeFragments()
|
D | es31fProgramUniformTests.cpp | 318 int getNumUniforms (void) const { return (int)m_uniforms.size(); } in getNumUniforms() 320 Uniform& getUniform (const int ndx) { return m_uniforms[ndx]; } in getUniform() 321 const Uniform& getUniform (const int ndx) const { return m_uniforms[ndx]; } in getUniform() 323 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } in addUniform() 337 for (int i = 0; i < (int)m_uniforms.size(); i++) in moveContents() 338 receiver.addUniform(m_uniforms[i]); in moveContents() 339 m_uniforms.clear(); in moveContents() 348 for (int i = 0; i < (int)m_uniforms.size(); i++) in containsMatchingBasicType() 349 if (typeContainsMatchingBasicType(m_uniforms[i].type, predicate)) in containsMatchingBasicType() 357 for (int i = 0; i < (int)m_uniforms.size(); i++) in getSamplerTypes() [all …]
|
/external/deqp/external/vulkancts/modules/vulkan/shaderexecutor/ |
D | vktShaderExecutor.hpp | 82 m_uniforms.push_back(UniformDataSp(new de::UniquePtr<UniformDataBase>(uniformData))); in addData() 87 return m_uniforms; in uniforms() 94 std::vector<UniformDataSp> m_uniforms; member in vkt::shaderexecutor::UniformSetup
|
/external/deqp/modules/gles2/functional/ |
D | es2fUniformApiTests.cpp | 272 int getNumUniforms (void) const { return (int)m_uniforms.size(); } in getNumUniforms() 274 Uniform& getUniform (const int ndx) { return m_uniforms[ndx]; } in getUniform() 275 const Uniform& getUniform (const int ndx) const { return m_uniforms[ndx]; } in getUniform() 277 void addUniform (const Uniform& uniform) { m_uniforms.push_back(uniform); } in addUniform() 291 for (int i = 0; i < (int)m_uniforms.size(); i++) in moveContents() 292 receiver.addUniform(m_uniforms[i]); in moveContents() 293 m_uniforms.clear(); in moveContents() 302 for (int i = 0; i < (int)m_uniforms.size(); i++) in containsMatchingBasicType() 303 if (typeContainsMatchingBasicType(m_uniforms[i].type, predicate)) in containsMatchingBasicType() 311 for (int i = 0; i < (int)m_uniforms.size(); i++) in getSamplerTypes() [all …]
|
D | es2fTextureUnitTests.cpp | 500 m_uniforms[2*unitNdx].sampler.tex2D->sample4(texSamples, transformedTexCoords); in shadeFragments() 516 m_uniforms[2*unitNdx].sampler.texCube->sample4(texSamples, transformedTexCoords); in shadeFragments()
|
D | es2fFboRenderTest.cpp | 101 const tcu::Vec4 color(m_uniforms[0].value.f4); in shadeFragments() 165 …rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sample(… in shadeFragments() 228 …rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, this->m_uniforms[0].sampler.tex2D->sampl… in shadeFragments() 229 … + this->m_uniforms[1].sampler.tex2D->sample(v_coord.x(), v_coord.y(), lod) * 0.5f); in shadeFragments()
|
D | es2fTextureSpecificationTests.cpp | 223 m_uniforms[0].sampler.tex2D->sample4(colors, texCoords); in shadeFragments() 319 m_uniforms[0].sampler.texCube->sample4(colors, texCoords); in shadeFragments()
|