Searched defs:texToFboShaderID (Results 1 - 3 of 3) sorted by relevance

/external/deqp/modules/gles31/functional/
H A Des31fFboColorbufferTests.cpp143 deUint32 texToFboShaderID = getCurrentContext()->createProgram(&texToFboShader); local
147 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); local
226 sglr::drawQuad(*getCurrentContext(), texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); local
/external/deqp/modules/gles3/functional/
H A Des3fFboColorbufferTests.cpp367 deUint32 texToFboShaderID = getCurrentContext()->createProgram(&texToFboShader); local
371 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); local
443 sglr::drawQuad(*getCurrentContext(), texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); local
496 deUint32 texToFboShaderID = getCurrentContext()->createProgram(&texToFboShader); local
500 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); local
569 sglr::drawQuad(*getCurrentContext(), texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); local
622 deUint32 texToFboShaderID= getCurrentContext()->createProgram(&texToFboShader); local
626 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); local
693 sglr::drawQuad(*getCurrentContext() , texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); local
H A Des3fFboRenderTest.cpp539 deUint32 texToFboShaderID = context.createProgram(&texToFboShader); local
578 texToFboShader.setUniforms(context, texToFboShaderID);
579 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
584 texToFboShader.setUniforms(context, texToFboShaderID);
585 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
1121 deUint32 texToFboShaderID = context.createProgram(&texToFboShader); local
1144 texToFboShader.setUniforms (context, texToFboShaderID);
1154 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
1212 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
1215 sglr::drawQuad(context, texToFboShaderID, Vec
1277 deUint32 texToFboShaderID = ctx.createProgram(&texToFboShader); local
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