/external/deqp/framework/randomshaders/ |
H A D | rsgTest.cpp | 60 std::vector<const rsg::ShaderInput*> uniforms; local 63 rsg::computeUnifiedUniforms(vertexShader, fragmentShader, uniforms); 64 rsg::computeUniformValues(rnd, uniformValues, uniforms);
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H A D | rsgShaderGenerator.cpp | 283 vector<ShaderInput*>& uniforms = shader.getUniforms(); local 300 uniforms.reserve(uniforms.size()+1); 301 uniforms.push_back(new ShaderInput(variable, value->getValueRange()));
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H A D | rsgUtils.cpp | 36 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++)
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/external/chromium_org/gpu/command_buffer/service/ |
H A D | gles2_cmd_decoder_unittest_programs.cc | 1007 static UniformInfo uniforms[] = { local 1017 uniforms, 1018 arraysize(uniforms), 1026 gl_.get(), uniforms, arraysize(uniforms));
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H A D | test_helper.cc | 398 ::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
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H A D | program_manager.cc | 457 // 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 [all...] |
H A D | program_manager_unittest.cc | 244 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
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H A D | gles2_cmd_decoder_unittest_base.cc | 672 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 [all...] |
/external/deqp/modules/gles31/functional/ |
H A D | es31fShaderStateQueryTests.cpp | 121 int uniforms = 0; local 122 gl.getProgramiv(program.getProgram(), GL_ACTIVE_UNIFORMS, &uniforms); 124 if (uniforms != 1)
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/external/skia/src/gpu/gl/ |
H A D | GrGLUniformManager.cpp | 252 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) {
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/external/chromium_org/third_party/angle/src/compiler/translator/ |
H A D | Compiler.h | 73 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
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H A D | UniformHLSL.cpp | 7 // 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));
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H A D | VariableInfo.cpp | 131 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
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/external/chromium_org/third_party/angle/src/libGLESv2/renderer/d3d/ |
H A D | ProgramD3D.cpp | 165 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];
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/external/chromium_org/third_party/mesa/src/src/gallium/drivers/nv50/ |
H A D | nv50_screen.h | 32 struct nouveau_bo *uniforms; member in struct:nv50_screen
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/external/chromium_org/third_party/mesa/src/src/glsl/ |
H A D | link_uniforms.cpp | 40 * 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 [all...] |
/external/mesa3d/src/gallium/drivers/nv50/ |
H A D | nv50_screen.h | 32 struct nouveau_bo *uniforms; member in struct:nv50_screen
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/external/mesa3d/src/glsl/ |
H A D | link_uniforms.cpp | 40 * 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 [all...] |
/external/chromium_org/third_party/mesa/src/src/mesa/drivers/dri/i965/ |
H A D | brw_vec4.h | 301 int uniforms; member in class:brw::vec4_visitor
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/external/mesa3d/src/mesa/drivers/dri/i965/ |
H A D | brw_vec4.h | 301 int uniforms; member in class:brw::vec4_visitor
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/external/chromium_org/cc/output/ |
H A D | shader.cc | 28 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 [all...] |
H A D | gl_renderer.cc | 1380 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 [all...] |
/external/deqp/modules/glshared/ |
H A D | glsLongStressCase.hpp | 185 * 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
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H A D | glsLongStressCase.cpp | 689 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);
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H A D | glsUniformBlockCase.cpp | 273 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 [all...] |