/external/deqp/framework/randomshaders/ |
D | rsgProgramGenerator.cpp | 54 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()
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D | rsgShader.hpp | 64 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;
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D | rsgShaderGenerator.cpp | 162 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()
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D | rsgUtils.cpp | 36 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()
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D | rsgUtils.hpp | 38 …nst Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms); 39 …:Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms);
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D | rsgProgramExecutor.cpp | 224 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()
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D | rsgShader.cpp | 58 ShaderInput::ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange) in ShaderInput() function in rsg::ShaderInput
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D | rsgShaderGenerator.hpp | 42 … (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
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D | rsgTest.cpp | 60 std::vector<const rsg::ShaderInput*> uniforms; in runTest()
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/external/mesa3d/src/gallium/drivers/r600/sfn/ |
D | sfn_shaderio.cpp | 45 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() [all …]
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D | sfn_shaderio.h | 40 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);
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D | sfn_shader_fragment.h | 58 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… 63 … ShaderInput& io, const Interpolator& ip, EAluOp op, int start, int comp);
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D | sfn_shader_fragment.cpp | 251 ShaderInput& i = m_shaderio.input(k); in do_allocate_reserved_registers() 653 ShaderInput& io, const Interpolator &ip, in load_interpolated() 707 … ShaderInput& 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() 742 … ShaderInput& io, const Interpolator& ip, in load_interpolated_two_comp_for_one()
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/external/deqp/modules/glshared/ |
D | glsRandomShaderProgram.cpp | 70 … 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()
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D | glsRandomShaderProgram.hpp | 33 class ShaderInput; 44 … const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unified… 55 const rsg::ShaderInput* const* m_unifiedUniforms;
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D | glsRandomShaderCase.hpp | 47 VertexArray (const rsg::ShaderInput* input, int numVertices); 57 const rsg::ShaderInput* m_input;
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D | glsRandomShaderCase.cpp | 78 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()
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D | glsFragOpInteractionCase.cpp | 79 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()
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D | glsFragOpInteractionCase.hpp | 72 std::vector<const rsg::ShaderInput*> m_unifiedUniforms;
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/external/deqp/modules/gles2/functional/ |
D | es2fShaderMatrixTests.cpp | 110 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() [all …]
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
D | vktShaderRenderMatrixTests.cpp | 210 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() [all …]
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderMatrixTests.cpp | 215 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() [all …]
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