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Searched refs:gl_in (Results 1 – 10 of 10) sorted by relevance

/external/deqp/data/gles31/shaders/
Dlinkage_geometry_uniform_types.test26 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
29 gl_Position = gl_in[ndx].gl_Position;
70 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
73 gl_Position = gl_in[ndx].gl_Position;
114 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
117 gl_Position = gl_in[ndx].gl_Position;
158 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
161 gl_Position = gl_in[ndx].gl_Position;
202 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
205 gl_Position = gl_in[ndx].gl_Position;
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Dlinkage_geometry.test27 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
30 gl_Position = gl_in[ndx].gl_Position;
68 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
71 gl_Position = gl_in[ndx].gl_Position;
111 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
114 gl_Position = gl_in[ndx].gl_Position;
151 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
154 gl_Position = gl_in[ndx].gl_Position;
193 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
196 gl_Position = gl_in[ndx].gl_Position;
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Dlinkage_geometry_varying_types.test29 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
32 gl_Position = gl_in[ndx].gl_Position;
76 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
79 gl_Position = gl_in[ndx].gl_Position;
123 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
126 gl_Position = gl_in[ndx].gl_Position;
170 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
173 gl_Position = gl_in[ndx].gl_Position;
217 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
220 gl_Position = gl_in[ndx].gl_Position;
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Dlinkage_tessellation_geometry.test55 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
58 gl_Position = gl_in[ndx].gl_Position;
125 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
128 gl_Position = gl_in[ndx].gl_Position;
197 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
200 gl_Position = gl_in[ndx].gl_Position;
269 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
272 gl_Position = gl_in[ndx].gl_Position;
339 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
342 gl_Position = gl_in[ndx].gl_Position;
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Dlinkage_tessellation_geometry_varying_types.test52 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
55 gl_Position = gl_in[ndx].gl_Position;
122 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
125 gl_Position = gl_in[ndx].gl_Position;
192 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
195 gl_Position = gl_in[ndx].gl_Position;
262 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
265 gl_Position = gl_in[ndx].gl_Position;
332 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
335 gl_Position = gl_in[ndx].gl_Position;
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Dtessellation_negative_user_defined_io.test25 patchVariable[0].a = gl_in[0].gl_Position.x;
26 patchVariable[0].b = gl_in[0].gl_Position.yz;
27 patchVariable[1].a = gl_in[0].gl_Position.z;
28 patchVariable[1].b = gl_in[0].gl_Position.wx;
84 patchVariable.a = gl_in[0].gl_Position.x;
85 patchVariable.b[0] = gl_in[0].gl_Position.y;
86 patchVariable.b[1] = gl_in[0].gl_Position.w;
137 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
183 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
229 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
Dandroid_extension_pack.test190 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
193 gl_Position = gl_in[ndx].gl_Position;
/external/deqp/external/vulkancts/data/vulkan/dynamic_state/
DViewportArray.geom5 in gl_PerVertex { vec4 gl_Position; } gl_in[];
11 for (int i=0; i<gl_in.length(); ++i) {
12 gl_Position = gl_in[i].gl_Position;
13 gl_ViewportIndex = int(round(gl_in[i].gl_Position.z * 3.0));
/external/deqp/doc/testspecs/GLES31/
Dfunctional.tessellation.txt37 - Pass data in (gl_in/gl_out []) .gl_Position between VS, TCS and TES
/external/mesa3d/src/compiler/glsl/
Dast_to_hir.cpp8253 if (ir_variable *gl_in = state->symbols->get_variable("gl_in")) in remove_per_vertex_blocks() local
8254 per_vertex = gl_in->get_interface_type(); in remove_per_vertex_blocks()