Searched refs:m_numLoopIterations (Results 1 - 4 of 4) sorted by relevance
/external/deqp/modules/gles2/performance/ |
H A D | es2pShaderOptimizationTests.cpp | 354 , m_numLoopIterations (numLoopIterations) 362 for (int i = 0; i < m_numLoopIterations; i++) 369 " for (int i = 0; i < " + toString(m_numLoopIterations) + "; i++)\n" 377 " for (int i = 0; i < " + toString(m_numLoopIterations) + "; i++)\n" 389 const int m_numLoopIterations; member in class:deqp::gles2::Performance::__anon3254::LoopInvariantCodeMotionCase
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H A D | es2pShaderCompilationCases.cpp | 547 int m_numLoopIterations; 706 int m_numLoopIterations; 2274 , m_numLoopIterations (numLoopIterations) 2291 result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID); 2292 result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID); 2294 result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations); 2295 result.uniforms = loopShaderUniforms(nameSpec, m_type, m_numLoopIterations); 2714 , m_numLoopIterations (numLoopIterations) 2734 result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity); 2735 result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDept [all...] |
/external/deqp/modules/gles3/performance/ |
H A D | es3pShaderOptimizationTests.cpp | 357 , m_numLoopIterations (numLoopIterations) 365 for (int i = 0; i < m_numLoopIterations; i++) 372 " for (int i = 0; i < " + toString(m_numLoopIterations) + "; i++)\n" 380 " for (int i = 0; i < " + toString(m_numLoopIterations) + "; i++)\n" 392 const int m_numLoopIterations; member in class:deqp::gles3::Performance::__anon3543::LoopInvariantCodeMotionCase
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H A D | es3pShaderCompilationCases.cpp | 547 int m_numLoopIterations; 706 int m_numLoopIterations; 2294 , m_numLoopIterations (numLoopIterations) 2311 result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID); 2312 result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, SHADER_VALIDITY_VALID); 2314 result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations); 2315 result.uniforms = loopShaderUniforms(nameSpec, m_type, m_numLoopIterations); 2734 , m_numLoopIterations (numLoopIterations) 2754 result.vertShaderSource = specializeShaderSource(loopVertexTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDepth), specID, shaderValidity); 2755 result.fragShaderSource = specializeShaderSource(loopFragmentTemplate(m_type, m_isVertexCase, m_numLoopIterations, m_nestingDept [all...] |
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