Searched refs:ShaderInput (Results 1 - 17 of 17) sorted by relevance

/external/deqp/framework/randomshaders/
H A DrsgProgramGenerator.cpp54 vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator
63 const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator
70 const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms();
71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms();
72 vector<ShaderInput*> unifiedSamplers;
76 for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++)
82 for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++)
89 for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++)
91 ShaderInput* input = *i;
H A DrsgShader.hpp64 class ShaderInput class in namespace:rsg
67 ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange);
68 ~ShaderInput (void) {}
109 std::vector<ShaderInput*>& getInputs (void) { return m_inputs; }
110 std::vector<ShaderInput*>& getUniforms (void) { return m_uniforms; }
113 const std::vector<ShaderInput*>& getInputs (void) const { return m_inputs; }
114 const std::vector<ShaderInput*>& getUniforms (void) const { return m_uniforms; }
123 std::vector<ShaderInput*> m_inputs;
124 std::vector<ShaderInput*> m_uniforms;
H A DrsgShaderGenerator.hpp42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
H A DrsgUtils.hpp38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
39 void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms);
H A DrsgShaderGenerator.cpp162 void fillUndefinedShaderInputs (vector<ShaderInput*>& inputs)
164 for (vector<ShaderInput*>::iterator i = inputs.begin(); i != inputs.end(); i++)
173 void ShaderGenerator::generate (const ShaderParameters& shaderParams, Shader& shader, const vector<ShaderInput*>& outputs)
194 for (vector<ShaderInput*>::const_iterator i = outputs.begin(); i != outputs.end(); i++)
196 const ShaderInput* input = *i;
282 vector<ShaderInput*>& inputs = shader.getInputs();
283 vector<ShaderInput*>& uniforms = shader.getUniforms();
292 inputs.push_back(new ShaderInput(variable, value->getValueRange()));
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)
38 const vector<ShaderInput*>& shaderUniforms = shader.getUniforms();
39 for (vector<ShaderInput*>::const_iterator i = shaderUniforms.begin(); i != shaderUniforms.end(); i++)
41 const ShaderInput* uniform = *i;
50 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms)
114 void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms)
117 for (vector<const ShaderInput*>::const_iterator i = uniforms.begin(); i != uniforms.end(); i++)
119 const ShaderInput* uniform = *i;
H A DrsgTest.cpp60 std::vector<const rsg::ShaderInput*> uniforms;
H A DrsgProgramExecutor.cpp224 const vector<ShaderInput*>& inputs = vertexShader.getInputs();
238 for (vector<ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++)
240 const ShaderInput* input = *i;
285 const vector<ShaderInput*>& inputs = fragmentShader.getInputs();
314 for (vector<ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++)
316 const ShaderInput* input = *i;
H A DrsgShader.cpp58 ShaderInput::ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange) function in class:rsg::ShaderInput
/external/deqp/modules/glshared/
H A DglsRandomShaderProgram.hpp33 class ShaderInput;
44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms);
55 const rsg::ShaderInput* const* m_unifiedUniforms;
H A DglsFragOpInteractionCase.hpp72 std::vector<const rsg::ShaderInput*> m_unifiedUniforms;
H A DglsRandomShaderCase.hpp47 VertexArray (const rsg::ShaderInput* input, int numVertices);
57 const rsg::ShaderInput* m_input;
H A DglsRandomShaderProgram.cpp70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
75 for (vector<rsg::ShaderInput*>::const_iterator vtxInIter = vertexShader.getInputs().begin(); vtxInIter != vertexShader.getInputs().end(); ++vtxInIter)
77 const rsg::ShaderInput* vertexInput = *vtxInIter;
81 for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter)
83 const rsg::ShaderInput* fragInput = *fragInIter;
89 const rsg::ShaderInput* uniform = unifiedUniforms[uniformNdx];
96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
131 RandomShaderProgram::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms)
145 for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter)
147 const rsg::ShaderInput* fragInpu
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H A DglsRandomShaderCase.cpp74 VertexArray::VertexArray (const rsg::ShaderInput* input, int numVertices)
140 std::vector<const rsg::ShaderInput*> unifiedUniforms;
146 const vector<rsg::ShaderInput*>& inputs = m_vertexShader.getInputs();
149 for (vector<rsg::ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++)
151 const rsg::ShaderInput* input = *i;
H A DglsFragOpInteractionCase.cpp79 static void computeVertexLayout (const vector<rsg::ShaderInput*>& attributes, int numVertices, vector<glu::VertexArrayBinding>* layout, int* stride)
85 for (vector<rsg::ShaderInput*>::const_iterator iter = attributes.begin(); iter != attributes.end(); ++iter)
87 const rsg::ShaderInput* attrib = *iter;
108 VertexDataStorage (const vector<rsg::ShaderInput*>& attributes, int numVertices);
124 VertexDataStorage::VertexDataStorage (const vector<rsg::ShaderInput*>& attributes, int numVertices)
365 static int findShaderInputIndex (const vector<rsg::ShaderInput*>& vars, const char* name)
494 const rsg::ShaderInput* shaderIn = m_vertexShader.getInputs()[attribNdx];
/external/deqp/modules/gles2/functional/
H A Des2fShaderMatrixTests.cpp110 struct ShaderInput struct in namespace:deqp::gles2::Functional::MatrixCaseUtils
112 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) function in struct:deqp::gles2::Functional::MatrixCaseUtils::ShaderInput
588 ShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op)
742 ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase);
752 ShaderInput m_in0;
753 ShaderInput m_in1;
757 ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput
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/external/deqp/modules/gles3/functional/
H A Des3fShaderMatrixTests.cpp215 struct ShaderInput struct in namespace:deqp::gles3::Functional::MatrixCaseUtils
217 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) function in struct:deqp::gles3::Functional::MatrixCaseUtils::ShaderInput
1135 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op)
1386 ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase);
1396 ShaderInput m_in0;
1397 ShaderInput m_in1;
1402 ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput
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