Searched refs:sglr (Results 1 - 25 of 65) sorted by relevance

123

/external/deqp/framework/opengl/simplereference/
H A DsglrContextUtil.hpp29 namespace sglr namespace
34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
36 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
37 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
39 } //sglr
H A DsglrContextUtil.cpp28 namespace sglr namespace
31 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1)
44 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1)
114 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1)
159 } //sglr
H A DsglrReferenceUtils.hpp33 namespace sglr namespace
52 } // sglr
/external/deqp/modules/gles2/functional/
H A Des2fDepthTests.cpp49 class DepthShader : public sglr::ShaderProgram
54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color);
60 const sglr::UniformSlot& u_color;
64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
68 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
73 << sglr
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H A Des2fFboRenderTest.cpp64 class FlatColorShader : public sglr::ShaderProgram
68 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
69 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
70 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
71 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
72 << sglr::pdec::VertexSource(
78 << sglr::pdec::FragmentSource(
87 void setColor (sglr::Context& gl, deUint32 program, const tcu::Vec4& color)
111 class SingleTex2DShader : public sglr
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H A Des2fStencilTests.cpp58 class StencilShader : public sglr::ShaderProgram
62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
67 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
72 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n"
81 void setColor (sglr
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H A Des2fFboApiTest.cpp63 static void checkError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expect)
117 static void checkFboAttachmentParam (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum attachment, GLenum pname, GLint expectedValue)
136 static void notSupportedTest (tcu::TestContext& testCtx, sglr::Context& context)
143 static void textureLevelsTest (tcu::TestContext& testCtx, sglr::Context& context)
163 static void textureLevelsWithRenderToMipmapTest (tcu::TestContext& testCtx, sglr::Context& context)
183 static void validTex2DAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context)
203 static void validTexCubeAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context)
236 static void validRboAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context)
257 static void attachToDefaultFramebufferTest (tcu::TestContext& testCtx, sglr::Context& context)
274 static void invalidTex2DAttachmentTest (tcu::TestContext& testCtx, sglr
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H A Des2fTextureSpecificationTests.cpp108 class GradientShader : public sglr::ShaderProgram
112 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
113 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
114 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT)
115 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
116 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
117 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
125 << sglr::pdec::FragmentSource("varying mediump vec2 v_coord;\n"
165 class Tex2DShader : public sglr::ShaderProgram
169 : ShaderProgram(sglr
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H A Des2fTextureUnitTests.cpp172 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const GLenum* unitTypes)
174 sglr::pdec::ShaderProgramDeclaration decl;
176 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
177 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
178 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
179 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT);
186 decl << sglr::pdec::Uniform(samplerName, (unitTypes[ndx] == GL_TEXTURE_2D) ? (glu::TYPE_SAMPLER_2D) : (glu::TYPE_SAMPLER_CUBE));
187 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT3);
190 decl << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n"
199 decl << sglr
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/external/deqp/modules/gles3/functional/
H A Des3fDepthTests.cpp49 class DepthShader : public sglr::ShaderProgram
54 void setColor (sglr::Context& ctx, deUint32 programID, const tcu::Vec4& color);
60 const sglr::UniformSlot& u_color;
64 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
65 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
66 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
68 << sglr::pdec::VertexSource("#version 300 es\n"
74 << sglr
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H A Des3fFboTestUtil.hpp55 class FlatColorShader : public sglr::ShaderProgram
61 void setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color);
70 class GradientShader : public sglr::ShaderProgram
76 void setGradient (sglr::Context& context, deUint32 program, const tcu::Vec4& gradientMin, const tcu::Vec4& gradientMax);
85 class Texture2DShader : public sglr::ShaderProgram
95 void setUniforms (sglr::Context& context, deUint32 program) const;
115 class TextureCubeShader : public sglr::ShaderProgram
124 void setUniforms (sglr::Context& context, deUint32 program) const;
137 class Texture2DArrayShader : public sglr::ShaderProgram
146 void setUniforms (sglr
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H A Des3fFboTestUtil.cpp78 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
81 << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType))
82 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
83 << sglr::pdec::VertexSource(
90 << sglr::pdec::FragmentSource(
103 void FlatColorShader::setColor (sglr::Context& context, deUint32 program, const tcu::Vec4& color)
152 : ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
153 << sglr
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H A Des3fFboApiTests.cpp24 * All gl calls are passed thru sglr::Context class. Reasons:
59 static void checkError (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum expect)
113 static void checkFboAttachmentParam (tcu::TestContext& testCtx, sglr::Context& ctx, GLenum attachment, GLenum pname, GLint expectedValue)
132 static void textureLevelsTest (tcu::TestContext& testCtx, sglr::Context& context)
159 static void validTex2DAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context)
179 static void validTexCubeAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context)
212 static void validRboAttachmentsTest (tcu::TestContext& testCtx, sglr::Context& context)
233 static void attachToDefaultFramebufferTest (tcu::TestContext& testCtx, sglr::Context& context)
250 static void invalidTex2DAttachmentTest (tcu::TestContext& testCtx, sglr::Context& context)
267 static void invalidTexCubeAttachmentTest (tcu::TestContext& testCtx, sglr
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H A Des3fStencilTests.cpp58 class StencilShader : public sglr::ShaderProgram
62 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
63 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
64 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
65 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
66 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
67 << sglr::pdec::VertexSource("#version 300 es\n"
73 << sglr::pdec::FragmentSource("#version 300 es\n"
84 void setColor (sglr
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H A Des3fFboStencilbufferTests.cpp112 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
115 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f));
124 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f));
130 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
209 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
212 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f));
221 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f));
227 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
H A Des3fFboRenderTest.cpp140 Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 fbo = 0, deUint32 colorBuffer = 0, deUint32 depthStencilBuffer = 0);
156 sglr::Context& m_context;
191 static bool isExtensionSupported (sglr::Context& context, const char* name)
205 static bool isAnyExtensionSupported (sglr::Context& context, const std::vector<std::string>& requiredExts)
236 static void checkColorFormatSupport (sglr::Context& context, deUint32 sizedFormat)
249 Framebuffer::Framebuffer (sglr::Context& context, const FboConfig& config, int width, int height, deUint32 fbo, deUint32 colorBufferName, deUint32 depthStencilBufferName)
375 static void createMetaballsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType, int width, int height)
387 static void createQuadsTex2D (sglr::Context& context, deUint32 name, GLenum format, GLenum dataType, int width, int height)
406 virtual void render (sglr::Context& fboContext, Surface& dst) = DE_NULL;
447 sglr
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H A Des3fTextureUnitTests.cpp248 static sglr::pdec::ShaderProgramDeclaration generateShaderProgramDeclaration (int numUnits, const vector<GLenum>& unitTypes, const vector<glu::DataType>& samplerTypes)
250 sglr::pdec::ShaderProgramDeclaration decl;
252 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
253 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
254 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
255 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT);
264 decl << sglr::pdec::Uniform(samplerName, samplerTypes[ndx]);
265 decl << sglr::pdec::Uniform(transformationName, glu::TYPE_FLOAT_MAT4);
266 decl << sglr::pdec::Uniform(scaleName, glu::TYPE_FLOAT_VEC4);
267 decl << sglr
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/external/deqp/modules/glshared/
H A DglsFragOpInteractionCase.hpp37 namespace sglr namespace
76 sglr::GLContext* m_glCtx;
H A DglsDrawTest.hpp29 namespace sglr namespace
36 } // sglr
261 sglr::ReferenceContextBuffers* m_refBuffers;
262 sglr::ReferenceContext* m_refContext;
263 sglr::Context* m_glesContext;
H A DglsRandomShaderProgram.hpp23 * \brief sglr-rsg adaptation.
41 class RandomShaderProgram : public sglr::ShaderProgram
H A DglsRandomShaderProgram.cpp21 * \brief sglr-rsg adaptation.
70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
72 decl << sglr::pdec::VertexSource(vertexShader.getSource())
73 << sglr::pdec::FragmentSource(fragmentShader.getSource());
78 decl << sglr::pdec::VertexAttribute(vertexInput->getVariable()->getName(), mapToGenericVecType(vertexInput->getVariable()->getType()));
84 decl << sglr::pdec::VertexToFragmentVarying(mapToGenericVecType(fragInput->getVariable()->getType()));
90 decl << sglr::pdec::Uniform(uniform->getVariable()->getName(), mapToBasicType(uniform->getVariable()->getType()));
93 decl << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT);
96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
98 sglr
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/external/deqp/modules/gles31/functional/
H A Des31fFboTestUtil.hpp55 class Texture2DShader : public sglr::ShaderProgram
65 void setUniforms (sglr::Context& context, deUint32 program) const;
85 class TextureCubeArrayShader : public sglr::ShaderProgram
95 void setUniforms (sglr::Context& context, deUint32 program) const;
129 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value);
130 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias);
H A Des31fFboTestUtil.cpp116 static sglr::pdec::ShaderProgramDeclaration genTexture2DShaderDecl (const DataTypes& samplerTypes, glu::DataType outputType)
118 sglr::pdec::ShaderProgramDeclaration decl;
120 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT);
121 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT);
122 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT);
123 decl << sglr::pdec::FragmentOutput(mapDataTypeToGenericVecType(outputType));
125 decl << sglr::pdec::VertexSource(
135 decl << sglr::pdec::FragmentSource(genTexFragmentShader(samplerTypes.vec, outputType));
137 decl << sglr::pdec::Uniform("u_outScale0", glu::TYPE_FLOAT_VEC4);
138 decl << sglr
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H A Des31fGeometryShaderTests.cpp183 class VertexExpanderShader : public sglr::ShaderProgram
198 : sglr::ShaderProgram(sglr::pdec::ShaderProgramDeclaration()
199 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT)
200 << sglr::pdec::VertexAttribute("a_color", rr::GENERICVECTYPE_FLOAT)
201 << sglr::pdec::VertexToGeometryVarying(rr::GENERICVECTYPE_FLOAT)
202 << sglr::pdec::GeometryToFragmentVarying(rr::GENERICVECTYPE_FLOAT)
203 << sglr::pdec::FragmentOutput(rr::GENERICVECTYPE_FLOAT)
204 << sglr::pdec::VertexSource(s_commonShaderSourceVertex)
205 << sglr
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H A Des31fTextureSpecificationTests.cpp102 class TextureSpecCase : public TestCase, public sglr::ContextWrapper
114 virtual void verifyTexture (sglr::GLContext& gles3Context, sglr::ReferenceContext& refContext) = DE_NULL;
154 sglr::GLContext gles31Context (renderCtx, log, sglr::GLCONTEXT_LOG_CALLS, tcu::IVec4(x, y, width, height));
155 sglr::ReferenceContextBuffers refBuffers (tcu::PixelFormat(8,8,8,renderTarget.getPixelFormat().alphaBits?8:0), 0 /* depth */, 0 /* stencil */, width, height);
156 sglr::ReferenceContext refContext (sglr::ReferenceContextLimits(renderCtx), refBuffers.getColorbuffer(), refBuffers.getDepthbuffer(), refBuffers.getStencilbuffer());
161 setContext(ndx ? (sglr::Context*)&refContext : (sglr
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