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Searched refs:attribType (Results 1 – 8 of 8) sorted by relevance

/external/swiftshader/src/Shader/
DVertexShader.cpp36 attribType[i] = ATTRIBTYPE_FLOAT; in VertexShader()
48 memcpy(attribType, vs->attribType, sizeof(attribType)); in VertexShader()
73 attribType[i] = ATTRIBTYPE_FLOAT; in VertexShader()
163 attribType[inputIdx] = aType; in setInput()
193 return attribType[inputIdx]; in getAttribType()
DVertexShader.hpp43 void setInput(int inputIdx, const Semantic& semantic, AttribType attribType = ATTRIBTYPE_FLOAT);
67 AttribType attribType[MAX_VERTEX_INPUTS]; member in sw::VertexShader
DVertexRoutine.cpp151 …bool isNativeFloatAttrib = (stream.attribType == VertexShader::ATTRIBTYPE_FLOAT) || stream.normali… in readStream()
180 switch(stream.attribType) in readStream()
/external/deqp/modules/glshared/
DglsRandomShaderProgram.cpp184 const rsg::VariableType& attribType = attribVar->getType(); in shadeVertices() local
185 const int numComponents = attribType.getNumElements(); in shadeVertices()
188 DE_ASSERT(attribType.isFloatOrVec() && de::inRange(numComponents, 1, 4)); in shadeVertices()
/external/swiftshader/src/Renderer/
DVertexProcessor.hpp106 unsigned int attribType : BITS(VertexShader::ATTRIBTYPE_LAST); member
DVertexProcessor.cpp970 …state.input[i].attribType = context->vertexShader ? context->vertexShader->getAttribType(i) : Vert… in update()
/external/swiftshader/src/OpenGL/compiler/
DOutputASM.cpp2905 sw::VertexShader::AttribType attribType = sw::VertexShader::ATTRIBTYPE_FLOAT; in attributeRegister() local
2909 attribType = sw::VertexShader::ATTRIBTYPE_INT; in attributeRegister()
2912 attribType = sw::VertexShader::ATTRIBTYPE_UINT; in attributeRegister()
2923 …etInput(index + i, sw::Shader::Semantic(sw::Shader::USAGE_TEXCOORD, index + i, false), attribType); in attributeRegister()
/external/deqp/modules/gles3/functional/
Des3fTransformFeedbackTests.cpp349 glu::VarType attribType = glu::getVarType(type, vecIter.getPath()); in genShaderSources() local
352 vtx << "in " << glu::declare(attribType, attribName.c_str()) << ";\n"; in genShaderSources()