Searched defs:uniforms (Results 1 - 25 of 25) sorted by relevance

/external/deqp/framework/randomshaders/
H A DrsgTest.cpp60 std::vector<const rsg::ShaderInput*> uniforms; local
63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms);
64 rsg::computeUniformValues(rnd, uniformValues, uniforms);
H A DrsgShaderGenerator.cpp283 vector<ShaderInput*>& uniforms = shader.getUniforms(); local
300 uniforms.reserve(uniforms.size()+1);
301 uniforms.push_back(new ShaderInput(variable, value->getValueRange()));
H A DrsgUtils.cpp36 void addNewUniforms (vector<const ShaderInput*>& uniforms, set<string>& addedUniforms, const Shader& shader) argument
45 uniforms.push_back(uniform);
50 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms) argument
53 addNewUniforms(uniforms, addedUniforms, vertexShader);
54 addNewUniforms(uniforms, addedUniforms, fragmentShader);
114 void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms) argument
117 for (vector<const ShaderInput*>::const_iterator i = uniforms.begin(); i != uniforms.end(); i++)
/external/chromium_org/gpu/command_buffer/service/
H A Dgles2_cmd_decoder_unittest_programs.cc1007 static UniformInfo uniforms[] = { local
1017 uniforms,
1018 arraysize(uniforms),
1026 gl_.get(), uniforms, arraysize(uniforms));
H A Dtest_helper.cc398 ::gfx::MockGLInterface* gl, UniformInfo* uniforms, size_t num_uniforms) {
400 const UniformInfo& info = uniforms[ii];
479 UniformInfo* uniforms, size_t num_uniforms,
528 size_t len = strlen(uniforms[ii].name) + 1;
536 const UniformInfo& info = uniforms[ii];
551 const UniformInfo& info = uniforms[ii];
585 UniformInfo* uniforms, size_t num_uniforms,
595 gl, attribs, num_attribs, uniforms, num_uniforms, service_id);
397 SetupExpectationsForClearingUniforms( ::gfx::MockGLInterface* gl, UniformInfo* uniforms, size_t num_uniforms) argument
476 SetupProgramSuccessExpectations( ::gfx::MockGLInterface* gl, AttribInfo* attribs, size_t num_attribs, UniformInfo* uniforms, size_t num_uniforms, GLuint service_id) argument
582 SetupShader( ::gfx::MockGLInterface* gl, AttribInfo* attribs, size_t num_attribs, UniformInfo* uniforms, size_t num_uniforms, GLuint service_id) argument
H A Dprogram_manager.cc457 // NOTE: We don't care if 2 uniforms are bound to the same location.
465 // Assigns the uniforms with bindings.
486 // Assigns the uniforms that were not bound.
499 DVLOG(1) << "----: uniforms for service_id: " << service_id();
1085 const ShaderTranslator::VariableMap* uniforms[2]; local
1086 uniforms[0] = &(attached_shaders_[0]->uniform_map());
1087 uniforms[1] = &(attached_shaders_[1]->uniform_map());
1094 if (uniforms[ii]->find(iter->first) != uniforms[ii]->end()) {
1163 // number of attribs + uniforms i
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H A Dprogram_manager_unittest.cc244 UniformInfo* uniforms, size_t num_uniforms,
247 gl_.get(), attribs, num_attribs, uniforms, num_uniforms, service_id);
256 UniformInfo* uniforms, size_t num_uniforms) {
258 gl_.get(), uniforms, num_uniforms);
636 // Some GL drivers incorrectly return gl_DepthRange and possibly other uniforms
243 SetupShader(AttribInfo* attribs, size_t num_attribs, UniformInfo* uniforms, size_t num_uniforms, GLuint service_id) argument
255 SetupExpectationsForClearingUniforms( UniformInfo* uniforms, size_t num_uniforms) argument
H A Dgles2_cmd_decoder_unittest_base.cc672 UniformInfo uniforms[] = { local
680 SetupShader(attribs, arraysize(attribs), uniforms, arraysize(uniforms),
1337 static UniformInfo uniforms[] = { local
1348 SetupShader(attribs, arraysize(attribs), uniforms, arraysize(uniforms),
1371 static UniformInfo uniforms[] = { local
1382 SetupShader(attribs, arraysize(attribs), uniforms, arraysize(uniforms),
1405 static UniformInfo uniforms[] local
1436 SetupShader( GLES2DecoderTestBase::AttribInfo* attribs, size_t num_attribs, GLES2DecoderTestBase::UniformInfo* uniforms, size_t num_uniforms, GLuint program_client_id, GLuint program_service_id, GLuint vertex_shader_client_id, GLuint vertex_shader_service_id, GLuint fragment_shader_client_id, GLuint fragment_shader_service_id) argument
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/external/deqp/modules/gles31/functional/
H A Des31fShaderStateQueryTests.cpp121 int uniforms = 0; local
122 gl.getProgramiv(program.getProgram(), GL_ACTIVE_UNIFORMS, &uniforms);
124 if (uniforms != 1)
/external/skia/src/gpu/gl/
H A DGrGLUniformManager.cpp252 void GrGLUniformManager::getUniformLocations(GrGLuint programID, const BuilderUniformArray& uniforms) { argument
253 SkASSERT(uniforms.count() == fUniforms.count());
256 SkASSERT(uniforms[i].fVariable.getType() == fUniforms[i].fType);
257 SkASSERT(uniforms[i].fVariable.getArrayCount() == fUniforms[i].fArrayCount);
263 BindUniformLocation(programID, location, uniforms[i].fVariable.c_str()));
266 GetUniformLocation(programID, uniforms[i].fVariable.c_str()));
268 if (GrGLShaderBuilder::kVertex_Visibility & uniforms[i].fVisibility) {
271 if (GrGLShaderBuilder::kFragment_Visibility & uniforms[i].fVisibility) {
/external/chromium_org/third_party/angle/src/compiler/translator/
H A DCompiler.h73 const std::vector<sh::Uniform> &getUniforms() const { return uniforms; }
106 // Collect info for all attribs, uniforms, varyings.
111 // Appendix A, section 7, the shader does not use too many uniforms.
141 std::vector<sh::Uniform> uniforms; member in class:TCompiler
H A DUniformHLSL.cpp7 // Methods for GLSL to HLSL translation for uniforms and interface blocks.
122 TString uniforms; local
135 uniforms += "uniform " + SamplerString(type) + " sampler_" + DecorateUniform(name, type) + ArrayString(type) +
138 uniforms += "uniform " + TextureString(type) + " texture_" + DecorateUniform(name, type) + ArrayString(type) +
153 uniforms += "uniform " + typeName + " " + DecorateUniform(name, type) + ArrayString(type) + " : " + registerString + ";\n";
157 return (uniforms.empty() ? "" : ("// Uniforms\n\n" + uniforms));
H A DVariableInfo.cpp131 std::vector<sh::Uniform> *uniforms,
137 mUniforms(uniforms),
341 // TInterBinary node in that case. Since attributes, uniforms,
129 CollectVariables(std::vector<sh::Attribute> *attribs, std::vector<sh::Attribute> *outputVariables, std::vector<sh::Uniform> *uniforms, std::vector<sh::Varying> *varyings, std::vector<sh::InterfaceBlock> *interfaceBlocks, ShHashFunction64 hashFunction) argument
/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/
H A DProgramD3D.cpp165 void ProgramD3D::initializeUniformStorage(const std::vector<gl::LinkedUniform*> &uniforms) argument
170 for (size_t uniformIndex = 0; uniformIndex < uniforms.size(); uniformIndex++)
172 const gl::LinkedUniform &uniform = *uniforms[uniformIndex];
/external/chromium_org/third_party/mesa/src/src/gallium/drivers/nv50/
H A Dnv50_screen.h32 struct nouveau_bo *uniforms; member in struct:nv50_screen
/external/chromium_org/third_party/mesa/src/src/glsl/
H A Dlink_uniforms.cpp40 * Assign locations for GLSL uniforms.
110 * Class to help calculate the storage requirements for a set of uniforms
112 * As uniforms are added to the active set the number of active uniforms and
113 * the storage requirements for those uniforms are accumulated. The active
114 * uniforms are added the the hash table supplied to the constructor.
135 * Total number of active uniforms counted
140 * Number of data values required to back the storage for the active uniforms
150 * Number of uniforms used in the current shader
186 * uniforms
212 parcel_out_uniform_storage(struct string_to_uint_map *map, struct gl_uniform_storage *uniforms, union gl_constant_value *values) argument
369 struct gl_uniform_storage *uniforms; member in class:parcel_out_uniform_storage
594 struct gl_uniform_storage *uniforms = local
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/external/mesa3d/src/gallium/drivers/nv50/
H A Dnv50_screen.h32 struct nouveau_bo *uniforms; member in struct:nv50_screen
/external/mesa3d/src/glsl/
H A Dlink_uniforms.cpp40 * Assign locations for GLSL uniforms.
110 * Class to help calculate the storage requirements for a set of uniforms
112 * As uniforms are added to the active set the number of active uniforms and
113 * the storage requirements for those uniforms are accumulated. The active
114 * uniforms are added the the hash table supplied to the constructor.
135 * Total number of active uniforms counted
140 * Number of data values required to back the storage for the active uniforms
150 * Number of uniforms used in the current shader
186 * uniforms
212 parcel_out_uniform_storage(struct string_to_uint_map *map, struct gl_uniform_storage *uniforms, union gl_constant_value *values) argument
369 struct gl_uniform_storage *uniforms; member in class:parcel_out_uniform_storage
594 struct gl_uniform_storage *uniforms = local
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/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/
H A Dbrw_vec4.h301 int uniforms; member in class:brw::vec4_visitor
/external/mesa3d/src/mesa/drivers/dri/i965/
H A Dbrw_vec4.h301 int uniforms; member in class:brw::vec4_visitor
/external/chromium_org/cc/output/
H A Dshader.cc28 const char** uniforms,
33 context->BindUniformLocationCHROMIUM(program, locations[i], uniforms[i]);
160 static const char* uniforms[] = { local
163 int locations[arraysize(uniforms)];
167 arraysize(uniforms),
168 uniforms,
193 static const char* uniforms[] = { local
198 int locations[arraysize(uniforms)];
202 arraysize(uniforms),
203 uniforms,
25 GetProgramUniformLocations(GLES2Interface* context, unsigned program, size_t count, const char** uniforms, int* locations, int* base_uniform_index) argument
233 static const char* uniforms[] = { local
265 static const char* uniforms[] = { local
321 static const char* uniforms[] = { local
378 static const char* uniforms[] = { local
435 static const char* uniforms[] = { local
495 static const char* uniforms[] = { local
539 static const char* uniforms[] = { local
598 static const char* uniforms[] = { local
636 static const char* uniforms[] = { local
661 static const char* uniforms[] = { local
687 static const char* uniforms[] = { local
773 static const char* uniforms[] = { local
886 static const char* uniforms[] = { local
929 static const char* uniforms[] = { local
1003 static const char* uniforms[] = { local
1056 static const char* uniforms[] = { local
1117 static const char* uniforms[] = { local
1187 static const char* uniforms[] = { local
1244 static const char* uniforms[] = { local
1309 static const char* uniforms[] = { local
1369 static const char* uniforms[] = { local
1426 static const char* uniforms[] = { local
1457 static const char* uniforms[] = { local
1495 static const char* uniforms[] = { local
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H A Dgl_renderer.cc1380 SolidColorProgramUniforms* uniforms) {
1381 uniforms->program = program->program();
1382 uniforms->matrix_location = program->vertex_shader().matrix_location();
1383 uniforms->viewport_location = program->vertex_shader().viewport_location();
1384 uniforms->quad_location = program->vertex_shader().quad_location();
1385 uniforms->edge_location = program->vertex_shader().edge_location();
1386 uniforms->color_location = program->fragment_shader().color_location();
1499 SolidColorProgramUniforms uniforms; local
1501 SolidColorUniformLocation(GetSolidColorProgramAA(), &uniforms); local
1503 SolidColorUniformLocation(GetSolidColorProgram(), &uniforms); local
1379 SolidColorUniformLocation(T program, SolidColorProgramUniforms* uniforms) argument
1554 TileUniformLocation(T program, TileProgramUniforms* uniforms) argument
1653 TileProgramUniforms uniforms; local
1657 &uniforms); local
1660 &uniforms); local
1666 &uniforms); local
1669 &uniforms); local
1675 &uniforms); local
1678 &uniforms); local
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/external/deqp/modules/glshared/
H A DglsLongStressCase.hpp185 * as well as specifications of its attributes, uniforms, and textures.
188 * the same replacement is done in attributes' and uniforms' names. This
197 std::vector<VarSpec> uniforms; member in struct:deqp::gls::ProgramContext
H A DglsLongStressCase.cpp689 void setRandomUniforms (const vector<VarSpec>& uniforms, const string& shaderNameManglingSuffix, Random& rnd) const;
763 void Program::setRandomUniforms (const vector<VarSpec>& uniforms, const string& shaderNameManglingSuffix, Random& rnd) const argument
767 for (int unifNdx = 0; unifNdx < (int)uniforms.size(); unifNdx++)
769 const VarSpec& spec = uniforms[unifNdx];
1456 program.setRandomUniforms(programContext.uniforms, programResources.shaderNameManglingSuffix, m_rnd);
H A DglsUniformBlockCase.cpp273 std::vector<UniformLayoutEntry> uniforms; member in class:deqp::gls::ub::UniformLayout
283 for (int ndx = 0; ndx < (int)uniforms.size(); ndx++)
285 if (uniforms[ndx].name == name)
508 layout.uniforms.push_back(entry);
521 entry.name = curPrefix + "[0]"; // Array uniforms are always postfixed with [0]
531 layout.uniforms.push_back(entry);
545 entry.name = curPrefix + "[0]"; // Array uniforms are always postfixed with [0]
556 layout.uniforms.push_back(entry);
590 int firstUniformNdx = (int)layout.uniforms.size();
598 int uniformIndicesEnd = (int)layout.uniforms
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