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Searched refs:getWindingShaderName (Results 1 – 5 of 5) sorted by relevance

/external/deqp/external/vulkancts/modules/vulkan/tessellation/
DvktTessellationWindingTests.cpp56 str << getTessPrimitiveTypeShaderName(primitiveType) << "_" << getWindingShaderName(winding); in getCaseName()
263 << getWindingShaderName(m_winding) << ") in;\n" in initPrograms()
DvktTessellationPrimitiveDiscardTests.cpp325 << getWindingShaderName(caseDef.winding) in initPrograms()
641 + "_" + getWindingShaderName(caseDef.winding) in createPrimitiveDiscardTests()
DvktTessellationInvarianceTests.cpp157 str << baseName << "_" << getWindingShaderName(winding) << (usePointMode ? "_point_mode" : ""); in getProgramName()
171 …str << "winding mode " << getWindingShaderName(winding) << ", " << (usePointMode ? "" : "don't ") … in getProgramDescription()
340 << getWindingShaderName(*windingIter) in addDefaultPrograms()
1963 << getWindingShaderName(caseDef.winding) in initPrograms()
2179 …const std::string primSpacWindPointName = primSpacName + "_" + getWindingShaderName(winding) + (us… in createInvarianceTests()
DvktTessellationUtil.hpp269 static inline const char* getWindingShaderName (const Winding winding) in getWindingShaderName() function
/external/deqp/modules/gles31/functional/
Des31fTessellationTests.cpp462 static inline const char* getWindingShaderName (Winding winding) in getWindingShaderName() function
478 + ", " + getWindingShaderName(winding) in getTessellationEvaluationInLayoutString()
494 + ", " + getWindingShaderName(winding) in getTessellationEvaluationInLayoutString()
3525 …string description (void) const { return string() + "winding mode " + getWindingShaderName(windin… in description()
3858 …string description (void) const { return string() + "winding mode " + getWindingShaderName(windin… in description()
7304 …(string() + getTessPrimitiveTypeShaderName(primitiveType) + "_" + getWindingShaderName(winding)).c… in init()
7464 + "_" + getWindingShaderName(winding) in init()
7519 const string primSpacWindName = primSpacName + "_" + getWindingShaderName(winding); in init()