Searched defs:vertexOrFragmentGroup (Results 1 - 2 of 2) sorted by relevance

/external/deqp/modules/gles2/performance/
H A Des2pShaderControlStatementTests.cpp854 ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", ""); local
855 ifElseGroup->addChild(vertexOrFragmentGroup);
888 vertexOrFragmentGroup->addChild(new ConditionalCase(m_context, caseName.c_str(), "",
896 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", true, isVertex));
900 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed", "", true, isVertex));
901 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed", "", false, isVertex));
904 vertexOrFragmentGroup->addChild(new EmptyWorkloadReferenceCase(m_context, "reference_empty", "", isVertex));
929 ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", ""); local
930 currentLoopGroup->addChild(vertexOrFragmentGroup);
943 vertexOrFragmentGroup
[all...]
/external/deqp/modules/gles3/performance/
H A Des3pShaderControlStatementTests.cpp866 ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", ""); local
867 ifElseGroup->addChild(vertexOrFragmentGroup);
900 vertexOrFragmentGroup->addChild(new ConditionalCase(m_context, caseName.c_str(), "",
908 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference", "", true, isVertex));
912 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_unmixed", "", true, isVertex));
913 vertexOrFragmentGroup->addChild(new ConditionalWorkloadReferenceCase(m_context, "reference_mixed", "", false, isVertex));
916 vertexOrFragmentGroup->addChild(new EmptyWorkloadReferenceCase(m_context, "reference_empty", "", isVertex));
941 ShaderPerformanceCaseGroup* vertexOrFragmentGroup = new ShaderPerformanceCaseGroup(m_testCtx, isVertex ? "vertex" : "fragment", ""); local
942 currentLoopGroup->addChild(vertexOrFragmentGroup);
955 vertexOrFragmentGroup
[all...]

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