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Searched refs:ShaderInput (Results 1 – 22 of 22) sorted by relevance

/external/deqp/framework/randomshaders/
DrsgProgramGenerator.cpp54 vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator in generate()
63 …const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and … in generate()
70 const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms(); in generate()
71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms(); in generate()
72 vector<ShaderInput*> unifiedSamplers; in generate()
76 …for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i… in generate()
82 …for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(… in generate()
89 …for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end();… in generate()
91 ShaderInput* input = *i; in generate()
DrsgShader.hpp64 class ShaderInput class
67 ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange);
68 ~ShaderInput (void) {} in ~ShaderInput()
109 std::vector<ShaderInput*>& getInputs (void) { return m_inputs; } in getInputs()
110 std::vector<ShaderInput*>& getUniforms (void) { return m_uniforms; } in getUniforms()
113 const std::vector<ShaderInput*>& getInputs (void) const { return m_inputs; } in getInputs()
114 const std::vector<ShaderInput*>& getUniforms (void) const { return m_uniforms; } in getUniforms()
123 std::vector<ShaderInput*> m_inputs;
124 std::vector<ShaderInput*> m_uniforms;
DrsgShaderGenerator.cpp162 void fillUndefinedShaderInputs (vector<ShaderInput*>& inputs) in fillUndefinedShaderInputs()
164 for (vector<ShaderInput*>::iterator i = inputs.begin(); i != inputs.end(); i++) in fillUndefinedShaderInputs()
173 …enerate (const ShaderParameters& shaderParams, Shader& shader, const vector<ShaderInput*>& outputs) in generate()
194 for (vector<ShaderInput*>::const_iterator i = outputs.begin(); i != outputs.end(); i++) in generate()
196 const ShaderInput* input = *i; in generate()
282 vector<ShaderInput*>& inputs = shader.getInputs(); in generate()
283 vector<ShaderInput*>& uniforms = shader.getUniforms(); in generate()
292 inputs.push_back(new ShaderInput(variable, value->getValueRange())); in generate()
301 uniforms.push_back(new ShaderInput(variable, value->getValueRange())); in generate()
DrsgUtils.cpp36 void addNewUniforms (vector<const ShaderInput*>& uniforms, set<string>& addedUniforms, const Shader… in addNewUniforms()
38 const vector<ShaderInput*>& shaderUniforms = shader.getUniforms(); in addNewUniforms()
39 …for (vector<ShaderInput*>::const_iterator i = shaderUniforms.begin(); i != shaderUniforms.end(); i… in addNewUniforms()
41 const ShaderInput* uniform = *i; in addNewUniforms()
50 …onst Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms) in computeUnifiedUniforms()
114 …::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms) in computeUniformValues()
117 for (vector<const ShaderInput*>::const_iterator i = uniforms.begin(); i != uniforms.end(); i++) in computeUniformValues()
119 const ShaderInput* uniform = *i; in computeUniformValues()
DrsgUtils.hpp38 …nst Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms);
39 …:Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms);
DrsgProgramExecutor.cpp224 const vector<ShaderInput*>& inputs = vertexShader.getInputs(); in execute()
238 for (vector<ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in execute()
240 const ShaderInput* input = *i; in execute()
285 const vector<ShaderInput*>& inputs = fragmentShader.getInputs(); in execute()
314 for (vector<ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in execute()
316 const ShaderInput* input = *i; in execute()
DrsgShader.cpp58 ShaderInput::ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange) in ShaderInput() function in rsg::ShaderInput
DrsgShaderGenerator.hpp42 … (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
DrsgTest.cpp60 std::vector<const rsg::ShaderInput*> uniforms; in runTest()
/external/mesa3d/src/gallium/drivers/r600/sfn/
Dsfn_shaderio.cpp45 ShaderInput::ShaderInput(tgsi_semantic name): in ShaderInput() function in r600::ShaderInput
52 ShaderInput::~ShaderInput() in ~ShaderInput()
56 void ShaderInput::set_lds_pos(UNUSED int lds_pos) in set_lds_pos()
60 int ShaderInput::ij_index() const in ij_index()
65 bool ShaderInput::interpolate() const in interpolate()
70 int ShaderInput::lds_pos() const in lds_pos()
75 bool ShaderInput::is_varying() const in is_varying()
80 void ShaderInput::set_uses_interpolate_at_centroid() in set_uses_interpolate_at_centroid()
85 void ShaderInput::set_ioinfo(r600_shader_io& io, int translated_ij_index) const in set_ioinfo()
96 void ShaderInput::set_specific_ioinfo(UNUSED r600_shader_io& io) const in set_specific_ioinfo()
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Dsfn_shaderio.h40 class ShaderInput {
42 ShaderInput();
43 virtual ~ShaderInput();
45 ShaderInput(tgsi_semantic name);
68 using PShaderInput = std::shared_ptr<ShaderInput>;
70 class ShaderInputSystemValue: public ShaderInput {
77 class ShaderInputVarying : public ShaderInput {
134 size_t add_input(ShaderInput *input);
137 ShaderInput& input(size_t k);
139 ShaderInput& input(size_t driver_loc, int frac);
Dsfn_shader_fragment.h58 bool load_interpolated(GPRVector &dest, ShaderInput &io, const Interpolator& ip,
60 …bool load_interpolated_one_comp(GPRVector &dest, ShaderInput& io, const Interpolator& ip, EAluOp o…
61 …bool load_interpolated_two_comp(GPRVector &dest, ShaderInput& io, const Interpolator& ip,EAluOp op…
63ShaderInput& io, const Interpolator& ip, EAluOp op, int start, int comp);
Dsfn_shader_fragment.cpp251 ShaderInput& i = m_shaderio.input(k); in do_allocate_reserved_registers()
653 ShaderInput& io, const Interpolator &ip, in load_interpolated()
707ShaderInput& io, const Interpolator& ip, EAluOp op) in load_interpolated_one_comp()
726 bool FragmentShaderFromNir::load_interpolated_two_comp(GPRVector &dest, ShaderInput& io, in load_interpolated_two_comp()
742ShaderInput& io, const Interpolator& ip, in load_interpolated_two_comp_for_one()
/external/deqp/modules/glshared/
DglsRandomShaderProgram.cpp70 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified… in generateProgramDeclaration()
75 …for (vector<rsg::ShaderInput*>::const_iterator vtxInIter = vertexShader.getInputs().begin(); vtxIn… in generateProgramDeclaration()
77 const rsg::ShaderInput* vertexInput = *vtxInIter; in generateProgramDeclaration()
81 …for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fr… in generateProgramDeclaration()
83 const rsg::ShaderInput* fragInput = *fragInIter; in generateProgramDeclaration()
89 const rsg::ShaderInput* uniform = unifiedUniforms[uniformNdx]; in generateProgramDeclaration()
96 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified… in generateProgramDeclaration()
131 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified… in RandomShaderProgram()
145 …for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fr… in RandomShaderProgram()
147 const rsg::ShaderInput* fragInput = *fragInIter; in RandomShaderProgram()
DglsRandomShaderProgram.hpp33 class ShaderInput;
44 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified…
55 const rsg::ShaderInput* const* m_unifiedUniforms;
DglsRandomShaderCase.hpp47 VertexArray (const rsg::ShaderInput* input, int numVertices);
57 const rsg::ShaderInput* m_input;
DglsRandomShaderCase.cpp78 VertexArray::VertexArray (const rsg::ShaderInput* input, int numVertices) in VertexArray()
148 std::vector<const rsg::ShaderInput*> unifiedUniforms; in init()
154 const vector<rsg::ShaderInput*>& inputs = m_vertexShader.getInputs(); in init()
157 for (vector<rsg::ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in init()
159 const rsg::ShaderInput* input = *i; in init()
240 static int getNumSamplerUniforms (const std::vector<rsg::ShaderInput*>& uniforms) in getNumSamplerUniforms()
244 …for (std::vector<rsg::ShaderInput*>::const_iterator it = uniforms.begin(); it != uniforms.end(); +… in getNumSamplerUniforms()
DglsFragOpInteractionCase.cpp79 static void computeVertexLayout (const vector<rsg::ShaderInput*>& attributes, int numVertices, vect… in computeVertexLayout()
85 …for (vector<rsg::ShaderInput*>::const_iterator iter = attributes.begin(); iter != attributes.end()… in computeVertexLayout()
87 const rsg::ShaderInput* attrib = *iter; in computeVertexLayout()
108 VertexDataStorage (const vector<rsg::ShaderInput*>& attributes, int numVertices);
124 VertexDataStorage::VertexDataStorage (const vector<rsg::ShaderInput*>& attributes, int numVertices) in VertexDataStorage()
365 static int findShaderInputIndex (const vector<rsg::ShaderInput*>& vars, const char* name) in findShaderInputIndex()
539 const rsg::ShaderInput* shaderIn = m_vertexShader.getInputs()[attribNdx]; in iterate()
DglsFragOpInteractionCase.hpp72 std::vector<const rsg::ShaderInput*> m_unifiedUniforms;
/external/deqp/modules/gles2/functional/
Des2fShaderMatrixTests.cpp110 struct ShaderInput struct
112 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() argument
588 ShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc()
742 …ontext& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in…
752 ShaderInput m_in0;
753 ShaderInput m_in1;
757 …ontext& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in… in ShaderMatrixCase()
826 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in init()
1053 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in setupUniforms()
1168 ShaderInput matIn (inputType, matType, precision); in init()
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
DvktShaderRenderMatrixTests.cpp210 struct ShaderInput struct
212 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() function
1116 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc()
1392 const ShaderInput in0,
1393 const ShaderInput in1,
1403 const ShaderInput m_in0;
1404 const ShaderInput m_in1;
1411 const ShaderInput in0, in ShaderMatrixInstance()
1412 const ShaderInput in1, in ShaderMatrixInstance()
1471 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in ShaderMatrixInstance()
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/external/deqp/modules/gles3/functional/
Des3fShaderMatrixTests.cpp215 struct ShaderInput struct
217 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() argument
1121 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc()
1372 …ontext& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in…
1382 ShaderInput m_in0;
1383 ShaderInput m_in1;
1388 …ontext& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in… in ShaderMatrixCase()
1486 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in init()
1737 const ShaderInput& in = inNdx > 0 ? m_in1 : m_in0; in setupUniforms()
1881 ShaderInput matIn (inputType, matType, precision); in init()
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