/external/deqp/modules/gles31/functional/ |
H A D | es31fVertexAttributeBindingTests.cpp | 323 const int positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); local 342 gl.glVertexAttribBinding(positionLoc, 3); 343 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, m_spec.positionAttrOffset); 344 gl.glEnableVertexAttribArray(positionLoc); 358 gl.glVertexAttribBinding(positionLoc, 3); 359 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, m_spec.positionAttrOffset); 360 gl.glEnableVertexAttribArray(positionLoc); 619 const int positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); local 639 gl.glEnableVertexAttribArray(positionLoc); 643 gl.glVertexAttribFormat(positionLoc, [all...] |
H A D | es31fShaderTextureSizeTests.cpp | 411 const int positionLoc = gl.getAttribLocation(m_shader->getProgram(), "a_position"); 424 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); 425 gl.enableVertexAttribArray(positionLoc); 442 gl.disableVertexAttribArray(positionLoc);
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H A D | es31fDrawTests.cpp | 1497 const deInt32 positionLoc = gl.getAttribLocation(m_shaderProgram->getProgram(), "a_position"); 1507 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 8 * sizeof(float), DE_NULL); 1509 gl.enableVertexAttribArray(positionLoc); 1512 DE_ASSERT(positionLoc != -1);
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H A D | es31fGeometryShaderTests.cpp | 3273 const int positionLoc = gl.getAttribLocation(m_samplerShader->getProgram(), "a_position"); local 3289 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); 3290 gl.enableVertexAttribArray(positionLoc);
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/external/deqp/modules/gles2/functional/ |
H A D | es2fPolygonOffsetTests.cpp | 369 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 388 gl.enableVertexAttribArray (positionLoc); 389 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); 409 gl.disableVertexAttribArray (positionLoc); 497 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 514 gl.enableVertexAttribArray (positionLoc); 531 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); 561 gl.disableVertexAttribArray (positionLoc); 616 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 633 gl.enableVertexAttribArray (positionLoc); 766 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 879 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 996 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 1118 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local [all...] |
H A D | es2fShaderInvarianceTests.cpp | 276 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); local 287 gl.enableVertexAttribArray (positionLoc); 288 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); 290 gl.disableVertexAttribArray (positionLoc); 318 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); local 332 gl.enableVertexAttribArray (positionLoc); 333 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); 335 gl.disableVertexAttribArray (positionLoc);
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H A D | es2fDepthStencilClearTests.cpp | 280 int positionLoc = gl.getAttribLocation(m_visProgram->getProgram(), "a_position"); local 321 gl.enableVertexAttribArray (positionLoc); 347 gl.vertexAttribPointer (positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]); 374 gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]);
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H A D | es2fVertexTextureTests.cpp | 637 const int positionLoc = glGetAttribLocation(programID, "a_position"); local 638 if (positionLoc != -1) 640 glEnableVertexAttribArray(positionLoc); 641 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, grid.getPositionPtr()); 969 const int positionLoc = glGetAttribLocation(programID, "a_position"); local 970 if (positionLoc != -1) 972 glEnableVertexAttribArray(positionLoc); 973 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, grid.getPositionPtr());
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H A D | es2fClippingTests.cpp | 543 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); local 552 ctx.enableVertexAttribArray (positionLoc); 553 ctx.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &m_points[0]); 557 ctx.disableVertexAttribArray (positionLoc); 680 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); local 688 ctx.enableVertexAttribArray (positionLoc); 690 ctx.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat[8]), &m_lines[0].p0); 694 ctx.disableVertexAttribArray (positionLoc); 893 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); local 901 ctx.enableVertexAttribArray (positionLoc); 1124 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); local [all...] |
H A D | es2fRasterizationTests.cpp | 192 const glw::GLint positionLoc = gl.getAttribLocation(m_shader->getProgram(), "a_position"); local 200 gl.enableVertexAttribArray (positionLoc); 201 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &vertexData[0]); 208 gl.disableVertexAttribArray (positionLoc);
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/external/deqp/modules/gles3/functional/ |
H A D | es3fPolygonOffsetTests.cpp | 372 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 391 gl.enableVertexAttribArray (positionLoc); 392 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); 412 gl.disableVertexAttribArray (positionLoc); 500 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 517 gl.enableVertexAttribArray (positionLoc); 534 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); 564 gl.disableVertexAttribArray (positionLoc); 619 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 636 gl.enableVertexAttribArray (positionLoc); 769 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 882 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 999 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local 1121 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); local [all...] |
H A D | es3fShaderInvarianceTests.cpp | 276 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); local 287 gl.enableVertexAttribArray (positionLoc); 288 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); 290 gl.disableVertexAttribArray (positionLoc); 318 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); local 332 gl.enableVertexAttribArray (positionLoc); 333 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); 335 gl.disableVertexAttribArray (positionLoc);
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H A D | es3fDepthStencilClearTests.cpp | 283 int positionLoc = gl.getAttribLocation(m_visProgram->getProgram(), "a_position"); local 324 gl.enableVertexAttribArray (positionLoc); 350 gl.vertexAttribPointer (positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]); 377 gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]);
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H A D | es3fVertexTextureTests.cpp | 738 const int positionLoc = glGetAttribLocation(programID, "a_position"); local 739 if (positionLoc != -1) 741 glEnableVertexAttribArray(positionLoc); 742 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, grid.getPositionPtr()); 1073 const int positionLoc = glGetAttribLocation(programID, "a_position"); local 1074 if (positionLoc != -1) 1076 glEnableVertexAttribArray(positionLoc); 1077 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, grid.getPositionPtr()); 1413 const int positionLoc = glGetAttribLocation(programID, "a_position"); local 1414 if (positionLoc ! 1756 const int positionLoc = glGetAttribLocation(programID, "a_position"); local [all...] |
H A D | es3fInstancedRenderingTests.cpp | 515 int positionLoc = glGetAttribLocation(program, "a_position"); local 516 glEnableVertexAttribArray(positionLoc); 517 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &m_gridVertexPositions[0]);
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H A D | es3fClippingTests.cpp | 546 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); local 555 ctx.enableVertexAttribArray (positionLoc); 556 ctx.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &m_points[0]); 560 ctx.disableVertexAttribArray (positionLoc); 683 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); local 691 ctx.enableVertexAttribArray (positionLoc); 693 ctx.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat[8]), &m_lines[0].p0); 697 ctx.disableVertexAttribArray (positionLoc); 897 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); local 905 ctx.enableVertexAttribArray (positionLoc); 1128 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); local [all...] |
H A D | es3fRasterizationTests.cpp | 357 const glw::GLint positionLoc = gl.getAttribLocation(m_shader->getProgram(), "a_position"); 365 gl.enableVertexAttribArray (positionLoc); 366 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &vertexData[0]); 373 gl.disableVertexAttribArray (positionLoc);
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H A D | es3fShaderTextureFunctionTests.cpp | 1181 const glw::GLint positionLoc = gl.getAttribLocation (m_program->getProgram(), "a_position"); local 1205 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); 1206 gl.enableVertexAttribArray (positionLoc);
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/external/deqp/modules/gles31/stress/ |
H A D | es31sVertexAttributeBindingTests.cpp | 317 const int positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); local 336 gl.glVertexAttribBinding(positionLoc, 3); 337 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, m_spec.positionAttrOffset); 338 gl.glEnableVertexAttribArray(positionLoc); 352 gl.glVertexAttribBinding(positionLoc, 3); 353 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, m_spec.positionAttrOffset); 354 gl.glEnableVertexAttribArray(positionLoc); 578 const deInt32 positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); local 592 gl.glEnableVertexAttribArray(positionLoc); 593 gl.glVertexAttribFormat(positionLoc, [all...] |
/external/deqp/modules/gles2/stress/ |
H A D | es2sSpecialFloatTests.cpp | 258 const GLint positionLoc = gl.getAttribLocation(patternProgram.getProgram(), "a_pos"); local 291 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &fullscreenQuad[0]); 293 gl.enableVertexAttribArray(positionLoc); 295 gl.disableVertexAttribArray(positionLoc); 641 const GLint positionLoc = gl.getAttribLocation(m_program->getProgram(), "a_pos"); 667 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); 672 gl.enableVertexAttribArray(positionLoc); 675 gl.disableVertexAttribArray(positionLoc); 683 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &gridVertices[0]); 686 gl.enableVertexAttribArray(positionLoc); [all...] |
/external/deqp/modules/gles3/stress/ |
H A D | es3sSpecialFloatTests.cpp | 266 const GLint positionLoc = gl.getAttribLocation(patternProgram.getProgram(), "a_pos"); local 299 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &fullscreenQuad[0]); 301 gl.enableVertexAttribArray(positionLoc); 303 gl.disableVertexAttribArray(positionLoc); 653 const GLint positionLoc = gl.getAttribLocation(m_program->getProgram(), "a_pos"); 679 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); 684 gl.enableVertexAttribArray(positionLoc); 687 gl.disableVertexAttribArray(positionLoc); 695 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &gridVertices[0]); 698 gl.enableVertexAttribArray(positionLoc); [all...] |
H A D | es3sDrawTests.cpp | 156 const deInt32 positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); local 199 gl.glEnableVertexAttribArray(positionLoc); 200 gl.glVertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL);
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/external/deqp/modules/glshared/ |
H A D | glsShaderLibraryCase.cpp | 797 int positionLoc = gl.getAttribLocation(vertexProgramID, "dEQP_Position"); 798 if (positionLoc == -1) 824 vertexArrays.push_back(va::Float(positionLoc, 4, numVerticesPerDraw, 0, &s_positions[0]));
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