/external/deqp/modules/gles2/functional/ |
D | es2fPolygonOffsetTests.cpp | 369 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); in testPolygonOffset() local 388 gl.enableVertexAttribArray (positionLoc); in testPolygonOffset() 389 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); in testPolygonOffset() 409 gl.disableVertexAttribArray (positionLoc); in testPolygonOffset() 497 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); in testPolygonOffset() local 514 gl.enableVertexAttribArray (positionLoc); in testPolygonOffset() 531 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); in testPolygonOffset() 561 gl.disableVertexAttribArray (positionLoc); in testPolygonOffset() 616 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); in testPolygonOffset() local 633 gl.enableVertexAttribArray (positionLoc); in testPolygonOffset() [all …]
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D | es2fShaderInvarianceTests.cpp | 276 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); in iterate() local 287 gl.enableVertexAttribArray (positionLoc); in iterate() 288 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); in iterate() 290 gl.disableVertexAttribArray (positionLoc); in iterate() 318 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); in iterate() local 332 gl.enableVertexAttribArray (positionLoc); in iterate() 333 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); in iterate() 335 gl.disableVertexAttribArray (positionLoc); in iterate()
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D | es2fDepthStencilClearTests.cpp | 280 int positionLoc = gl.getAttribLocation(m_visProgram->getProgram(), "a_position"); in renderGL() local 321 gl.enableVertexAttribArray (positionLoc); in renderGL() 347 gl.vertexAttribPointer (positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]); in renderGL() 374 gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]); in renderGL()
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D | es2fVertexTextureTests.cpp | 640 const int positionLoc = glGetAttribLocation(programID, "a_position"); in setupShaderInputs() local 641 if (positionLoc != -1) in setupShaderInputs() 643 glEnableVertexAttribArray(positionLoc); in setupShaderInputs() 644 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, grid.getPositionPtr()); in setupShaderInputs() 981 const int positionLoc = glGetAttribLocation(programID, "a_position"); in setupShaderInputs() local 982 if (positionLoc != -1) in setupShaderInputs() 984 glEnableVertexAttribArray(positionLoc); in setupShaderInputs() 985 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, grid.getPositionPtr()); in setupShaderInputs()
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D | es2fClippingTests.cpp | 542 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); in testRender() local 551 ctx.enableVertexAttribArray (positionLoc); in testRender() 552 ctx.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &m_points[0]); in testRender() 556 ctx.disableVertexAttribArray (positionLoc); in testRender() 681 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); in testRender() local 689 ctx.enableVertexAttribArray (positionLoc); in testRender() 691 …ctx.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat[8]), &m_lines[0].p0); in testRender() 695 ctx.disableVertexAttribArray (positionLoc); in testRender() 909 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); in testRender() local 917 ctx.enableVertexAttribArray (positionLoc); in testRender() [all …]
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D | es2fRasterizationTests.cpp | 196 const glw::GLint positionLoc = gl.getAttribLocation(m_shader->getProgram(), "a_position"); in drawPrimitives() local 204 gl.enableVertexAttribArray (positionLoc); in drawPrimitives() 205 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &vertexData[0]); in drawPrimitives() 212 gl.disableVertexAttribArray (positionLoc); in drawPrimitives() 635 const glw::GLint positionLoc = gl.getAttribLocation(m_shader->getProgram(), "a_position"); in iterate() local 641 gl.enableVertexAttribArray(positionLoc); in iterate() 642 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, position); in iterate() 648 gl.disableVertexAttribArray(positionLoc); in iterate()
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/external/deqp/modules/gles3/functional/ |
D | es3fPolygonOffsetTests.cpp | 372 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); in testPolygonOffset() local 391 gl.enableVertexAttribArray (positionLoc); in testPolygonOffset() 392 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); in testPolygonOffset() 412 gl.disableVertexAttribArray (positionLoc); in testPolygonOffset() 500 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); in testPolygonOffset() local 517 gl.enableVertexAttribArray (positionLoc); in testPolygonOffset() 534 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); in testPolygonOffset() 564 gl.disableVertexAttribArray (positionLoc); in testPolygonOffset() 619 const GLint positionLoc = gl.getAttribLocation(program.getProgram(), "a_position"); in testPolygonOffset() local 636 gl.enableVertexAttribArray (positionLoc); in testPolygonOffset() [all …]
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D | es3fShaderInvarianceTests.cpp | 276 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); in iterate() local 287 gl.enableVertexAttribArray (positionLoc); in iterate() 288 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); in iterate() 290 gl.disableVertexAttribArray (positionLoc); in iterate() 318 const glw::GLint positionLoc = gl.getAttribLocation(shader.getProgram(), "a_input"); in iterate() local 332 gl.enableVertexAttribArray (positionLoc); in iterate() 333 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(tcu::Vec4), DE_NULL); in iterate() 335 gl.disableVertexAttribArray (positionLoc); in iterate()
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D | es3fVertexTextureTests.cpp | 740 const int positionLoc = glGetAttribLocation(programID, "a_position"); in setupShaderInputs() local 741 if (positionLoc != -1) in setupShaderInputs() 743 glEnableVertexAttribArray(positionLoc); in setupShaderInputs() 744 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, grid.getPositionPtr()); in setupShaderInputs() 1075 const int positionLoc = glGetAttribLocation(programID, "a_position"); in setupShaderInputs() local 1076 if (positionLoc != -1) in setupShaderInputs() 1078 glEnableVertexAttribArray(positionLoc); in setupShaderInputs() 1079 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, grid.getPositionPtr()); in setupShaderInputs() 1415 const int positionLoc = glGetAttribLocation(programID, "a_position"); in setupShaderInputs() local 1416 if (positionLoc != -1) in setupShaderInputs() [all …]
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D | es3fDepthStencilClearTests.cpp | 283 int positionLoc = gl.getAttribLocation(m_visProgram->getProgram(), "a_position"); in renderGL() local 324 gl.enableVertexAttribArray (positionLoc); in renderGL() 350 gl.vertexAttribPointer (positionLoc, 3, GL_FLOAT, GL_FALSE, 0, &pos[0]); in renderGL() 377 gl.vertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &pos[0]); in renderGL()
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D | es3fClippingTests.cpp | 545 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); in testRender() local 554 ctx.enableVertexAttribArray (positionLoc); in testRender() 555 ctx.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &m_points[0]); in testRender() 559 ctx.disableVertexAttribArray (positionLoc); in testRender() 684 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); in testRender() local 692 ctx.enableVertexAttribArray (positionLoc); in testRender() 694 …ctx.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat[8]), &m_lines[0].p0); in testRender() 698 ctx.disableVertexAttribArray (positionLoc); in testRender() 913 const GLint positionLoc = ctx.getAttribLocation(programId, "a_position"); in testRender() local 921 ctx.enableVertexAttribArray (positionLoc); in testRender() [all …]
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D | es3fInstancedRenderingTests.cpp | 515 int positionLoc = glGetAttribLocation(program, "a_position"); in setupAndRender() local 516 glEnableVertexAttribArray(positionLoc); in setupAndRender() 517 glVertexAttribPointer(positionLoc, 2, GL_FLOAT, GL_FALSE, 0, &m_gridVertexPositions[0]); in setupAndRender()
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D | es3fRasterizationTests.cpp | 362 const glw::GLint positionLoc = gl.getAttribLocation(m_shader->getProgram(), "a_position"); in drawPrimitives() local 370 gl.enableVertexAttribArray (positionLoc); in drawPrimitives() 371 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &vertexData[0]); in drawPrimitives() 378 gl.disableVertexAttribArray (positionLoc); in drawPrimitives()
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D | es3fShaderTextureFunctionTests.cpp | 1118 const glw::GLint positionLoc = gl.getAttribLocation (m_program->getProgram(), "a_position"); in testTextureSize() local 1142 gl.vertexAttribPointer (positionLoc, 4, GL_FLOAT, GL_FALSE, 0, triangle); in testTextureSize() 1143 gl.enableVertexAttribArray (positionLoc); in testTextureSize()
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/external/deqp/modules/gles31/functional/ |
D | es31fVertexAttributeBindingTests.cpp | 321 const int positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); in renderTo() local 340 gl.glVertexAttribBinding(positionLoc, 3); in renderTo() 341 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, m_spec.positionAttrOffset); in renderTo() 342 gl.glEnableVertexAttribArray(positionLoc); in renderTo() 356 gl.glVertexAttribBinding(positionLoc, 3); in renderTo() 357 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, m_spec.positionAttrOffset); in renderTo() 358 gl.glEnableVertexAttribArray(positionLoc); in renderTo() 617 const int positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); in renderTo() local 637 gl.glEnableVertexAttribArray(positionLoc); in renderTo() 641 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, 0); in renderTo() [all …]
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D | es31fShaderTextureSizeTests.cpp | 430 const int positionLoc = gl.getAttribLocation(m_shader->getProgram(), "a_position"); in runShader() local 443 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); in runShader() 444 gl.enableVertexAttribArray(positionLoc); in runShader() 461 gl.disableVertexAttribArray(positionLoc); in runShader()
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D | es31fDrawTests.cpp | 1496 const deInt32 positionLoc = gl.getAttribLocation(m_shaderProgram->getProgram(), "a_position"); in renderTo() local 1506 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 8 * (int)sizeof(float), DE_NULL); in renderTo() 1508 gl.enableVertexAttribArray(positionLoc); in renderTo() 1511 DE_ASSERT(positionLoc != -1); in renderTo()
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D | es31fGeometryShaderTests.cpp | 3398 const int positionLoc = gl.getAttribLocation(m_samplerShader->getProgram(), "a_position"); in sampleTextureLayer() local 3414 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); in sampleTextureLayer() 3415 gl.enableVertexAttribArray(positionLoc); in sampleTextureLayer()
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/external/deqp/modules/gles31/stress/ |
D | es31sVertexAttributeBindingTests.cpp | 315 const int positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); in renderTo() local 334 gl.glVertexAttribBinding(positionLoc, 3); in renderTo() 335 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, m_spec.positionAttrOffset); in renderTo() 336 gl.glEnableVertexAttribArray(positionLoc); in renderTo() 350 gl.glVertexAttribBinding(positionLoc, 3); in renderTo() 351 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, m_spec.positionAttrOffset); in renderTo() 352 gl.glEnableVertexAttribArray(positionLoc); in renderTo() 576 const deInt32 positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); in iterate() local 590 gl.glEnableVertexAttribArray(positionLoc); in iterate() 591 gl.glVertexAttribFormat(positionLoc, 4, GL_FLOAT, GL_FALSE, 0); in iterate() [all …]
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/external/deqp/modules/gles2/stress/ |
D | es2sSpecialFloatTests.cpp | 258 const GLint positionLoc = gl.getAttribLocation(patternProgram.getProgram(), "a_pos"); in drawTestPattern() local 291 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &fullscreenQuad[0]); in drawTestPattern() 293 gl.enableVertexAttribArray(positionLoc); in drawTestPattern() 295 gl.disableVertexAttribArray(positionLoc); in drawTestPattern() 641 const GLint positionLoc = gl.getAttribLocation(m_program->getProgram(), "a_pos"); in iterate() local 667 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); in iterate() 672 gl.enableVertexAttribArray(positionLoc); in iterate() 675 gl.disableVertexAttribArray(positionLoc); in iterate() 683 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &gridVertices[0]); in iterate() 686 gl.enableVertexAttribArray(positionLoc); in iterate() [all …]
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/external/deqp/modules/gles3/stress/ |
D | es3sSpecialFloatTests.cpp | 266 const GLint positionLoc = gl.getAttribLocation(patternProgram.getProgram(), "a_pos"); in drawTestPattern() local 299 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &fullscreenQuad[0]); in drawTestPattern() 301 gl.enableVertexAttribArray(positionLoc); in drawTestPattern() 303 gl.disableVertexAttribArray(positionLoc); in drawTestPattern() 653 const GLint positionLoc = gl.getAttribLocation(m_program->getProgram(), "a_pos"); in iterate() local 679 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); in iterate() 684 gl.enableVertexAttribArray(positionLoc); in iterate() 687 gl.disableVertexAttribArray(positionLoc); in iterate() 695 gl.vertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, &gridVertices[0]); in iterate() 698 gl.enableVertexAttribArray(positionLoc); in iterate() [all …]
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D | es3sDrawTests.cpp | 156 const deInt32 positionLoc = gl.glGetAttribLocation(m_program->getProgram(), "a_position"); in iterate() local 199 gl.glEnableVertexAttribArray(positionLoc); in iterate() 200 gl.glVertexAttribPointer(positionLoc, 4, GL_FLOAT, GL_FALSE, 0, DE_NULL); in iterate()
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/external/deqp/external/openglcts/modules/common/ |
D | glcShaderLibraryCase.cpp | 352 int positionLoc = gl.getAttribLocation(programID, "dEQP_Position"); in execute() local 353 if (positionLoc == -1) in execute() 373 vertexArrays.push_back(va::Float(positionLoc, 4, numVerticesPerDraw, 0, &s_positions[0])); in execute()
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/external/deqp/modules/glshared/ |
D | glsShaderLibraryCase.cpp | 1169 int positionLoc = gl.getAttribLocation(vertexProgramID, "dEQP_Position"); in execute() local 1170 if (positionLoc == -1) in execute() 1194 vertexArrays.push_back(va::Float(positionLoc, 4, numVerticesPerDraw, 0, &s_positions[0])); in execute()
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