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Searched refs:gl_in (Results 1 – 25 of 152) sorted by relevance

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/external/deqp/data/gles31/shaders/es32/
Dlinkage_geometry_uniform_types.test44 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
47 gl_Position = gl_in[ndx].gl_Position;
87 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
90 gl_Position = gl_in[ndx].gl_Position;
130 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
133 gl_Position = gl_in[ndx].gl_Position;
173 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
176 gl_Position = gl_in[ndx].gl_Position;
216 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
219 gl_Position = gl_in[ndx].gl_Position;
[all …]
Dlinkage_geometry.test44 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
47 gl_Position = gl_in[ndx].gl_Position;
84 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
87 gl_Position = gl_in[ndx].gl_Position;
126 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
129 gl_Position = gl_in[ndx].gl_Position;
165 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
168 gl_Position = gl_in[ndx].gl_Position;
206 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
209 gl_Position = gl_in[ndx].gl_Position;
[all …]
Dlinkage_geometry_varying_types.test46 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
49 gl_Position = gl_in[ndx].gl_Position;
92 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
95 gl_Position = gl_in[ndx].gl_Position;
138 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
141 gl_Position = gl_in[ndx].gl_Position;
184 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
187 gl_Position = gl_in[ndx].gl_Position;
230 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
233 gl_Position = gl_in[ndx].gl_Position;
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Dlinkage_tessellation_geometry.test71 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
74 gl_Position = gl_in[ndx].gl_Position;
139 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
142 gl_Position = gl_in[ndx].gl_Position;
209 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
212 gl_Position = gl_in[ndx].gl_Position;
279 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
282 gl_Position = gl_in[ndx].gl_Position;
347 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
350 gl_Position = gl_in[ndx].gl_Position;
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Dlinkage_tessellation_geometry_varying_types.test68 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
71 gl_Position = gl_in[ndx].gl_Position;
136 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
139 gl_Position = gl_in[ndx].gl_Position;
204 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
207 gl_Position = gl_in[ndx].gl_Position;
272 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
275 gl_Position = gl_in[ndx].gl_Position;
340 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
343 gl_Position = gl_in[ndx].gl_Position;
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Dtessellation_negative_user_defined_io.test43 patchVariable[0].a = gl_in[0].gl_Position.x;
44 patchVariable[0].b = gl_in[0].gl_Position.yz;
45 patchVariable[1].a = gl_in[0].gl_Position.z;
46 patchVariable[1].b = gl_in[0].gl_Position.wx;
101 patchVariable.a = gl_in[0].gl_Position.x;
102 patchVariable.b[0] = gl_in[0].gl_Position.y;
103 patchVariable.b[1] = gl_in[0].gl_Position.w;
153 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
198 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
243 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
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/external/deqp/data/gles31/shaders/es31/
Dlinkage_geometry_uniform_types.test26 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
29 gl_Position = gl_in[ndx].gl_Position;
70 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
73 gl_Position = gl_in[ndx].gl_Position;
114 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
117 gl_Position = gl_in[ndx].gl_Position;
158 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
161 gl_Position = gl_in[ndx].gl_Position;
202 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
205 gl_Position = gl_in[ndx].gl_Position;
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Dlinkage_geometry.test27 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
30 gl_Position = gl_in[ndx].gl_Position;
68 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
71 gl_Position = gl_in[ndx].gl_Position;
111 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
114 gl_Position = gl_in[ndx].gl_Position;
151 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
154 gl_Position = gl_in[ndx].gl_Position;
193 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
196 gl_Position = gl_in[ndx].gl_Position;
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Dlinkage_geometry_varying_types.test29 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
32 gl_Position = gl_in[ndx].gl_Position;
76 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
79 gl_Position = gl_in[ndx].gl_Position;
123 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
126 gl_Position = gl_in[ndx].gl_Position;
170 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
173 gl_Position = gl_in[ndx].gl_Position;
217 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
220 gl_Position = gl_in[ndx].gl_Position;
[all …]
Dlinkage_tessellation_geometry.test55 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
58 gl_Position = gl_in[ndx].gl_Position;
125 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
128 gl_Position = gl_in[ndx].gl_Position;
197 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
200 gl_Position = gl_in[ndx].gl_Position;
269 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
272 gl_Position = gl_in[ndx].gl_Position;
339 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
342 gl_Position = gl_in[ndx].gl_Position;
[all …]
Dlinkage_tessellation_geometry_varying_types.test52 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
55 gl_Position = gl_in[ndx].gl_Position;
122 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
125 gl_Position = gl_in[ndx].gl_Position;
192 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
195 gl_Position = gl_in[ndx].gl_Position;
262 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
265 gl_Position = gl_in[ndx].gl_Position;
332 for (int ndx = 0; ndx < gl_in.length(); ++ndx)
335 gl_Position = gl_in[ndx].gl_Position;
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Dtessellation_negative_user_defined_io.test25 patchVariable[0].a = gl_in[0].gl_Position.x;
26 patchVariable[0].b = gl_in[0].gl_Position.yz;
27 patchVariable[1].a = gl_in[0].gl_Position.z;
28 patchVariable[1].b = gl_in[0].gl_Position.wx;
84 patchVariable.a = gl_in[0].gl_Position.x;
85 patchVariable.b[0] = gl_in[0].gl_Position.y;
86 patchVariable.b[1] = gl_in[0].gl_Position.w;
137 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
183 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
229 varyingArray[gl_InvocationID] = gl_in[0].gl_Position[gl_InvocationID];
/external/deqp-deps/glslang/Test/
D420_size_gl_in.geom3 // testing input arrays without a gl_in[] block redeclaration, see 400.geom for with
13 gl_in.length();
14 gl_in[1].gl_Position;
15 gl_in.length();
16 gl_in[i].gl_Position; // should be sized to 3 by 'triangles'
21 } gl_in[];
D420.geom3 // testing input arrays without a gl_in[] block redeclaration, see 400.geom for with
9 gl_in.length(); // ERROR
10 gl_in[1].gl_Position;
11 gl_in[i].gl_Position; // ERROR
20 gl_in.length();
21 gl_in[i].gl_Position;
Dspv.150.geom22 //?? gl_ClipDistance[3] = gl_in[1].gl_ClipDistance[2];
23 gl_Position = gl_in[0].gl_Position;
24 gl_PointSize = gl_in[3].gl_PointSize;
31 gl_Position = 2.0 * gl_in[0].gl_Position;
32 gl_PointSize = 2.0 * gl_in[3].gl_PointSize;
D310.tese36 vec4 p = gl_in[1].gl_Position;
37 float ps = gl_in[1].gl_PointSize; // ERROR, need point_size extension
38 float cd = gl_in[1].gl_ClipDistance[2]; // ERROR, not in ES
61 } gl_in[];
63 in gl_PerVertex // ERROR, second redeclaration of gl_in
66 } gl_in[];
119 …float ps = gl_in[1].gl_PointSize; // ERROR, not in the redeclaration, but no error on use of gl_P…
D410.geom18 } gl_in[];
22 } gl_in[]; // ERROR, can't do it again
30 float p = gl_in[1].gl_PointSize; // use of redeclared
32 vec4 v = gl_in[1].gl_Position; // ERROR, not included in the redeclaration
D320.tese32 vec4 p = gl_in[1].gl_Position;
33 float ps = gl_in[1].gl_PointSize; // ERROR, need point_size extension
34 float cd = gl_in[1].gl_ClipDistance[2]; // ERROR, not in ES
57 } gl_in[];
59 in gl_PerVertex // ERROR, second redeclaration of gl_in
62 } gl_in[];
D400.tese32 vec4 p = gl_in[1].gl_Position;
33 float ps = gl_in[1].gl_PointSize;
34 float cd = gl_in[1].gl_ClipDistance[2];
57 } gl_in[];
59 in gl_PerVertex // ERROR, second redeclaration of gl_in
62 } gl_in[];
/external/deqp-deps/amber/tests/cases/
Ddraw_triangle_list_using_geom_shader.vkscript43 gl_Position = gl_in[0].gl_Position;
47 gl_Position = vec4(gl_in[0].gl_Position.x + 1.0,
48 gl_in[0].gl_Position.y + 1.0,
54 gl_Position = vec4(gl_in[0].gl_Position.x,
55 gl_in[0].gl_Position.y + 1.0,
60 gl_Position = gl_in[0].gl_Position;
64 gl_Position = vec4(gl_in[0].gl_Position.x + 1.0,
65 gl_in[0].gl_Position.y + 1.0,
70 gl_Position = vec4(gl_in[0].gl_Position.x + 1.0,
71 gl_in[0].gl_Position.y,
/external/deqp/external/vulkancts/data/vulkan/dynamic_state/
DViewportArray.geom5 in gl_PerVertex { vec4 gl_Position; } gl_in[];
11 for (int i=0; i<gl_in.length(); ++i) {
12 gl_Position = gl_in[i].gl_Position;
13 gl_ViewportIndex = int(round(gl_in[i].gl_Position.z * 3.0));
/external/deqp/external/vulkancts/data/vulkan/amber/spirv_assembly/instruction/spirv1p4/entrypoint/
Dtess_eval_pc_entry_point.amber30 gl_out[ID].gl_Position = gl_in[ID].gl_Position;
55 ; vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position;
56 ; vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position;
57 ; vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position;
64 …OpEntryPoint TessellationEvaluation %main "main" %gl_TessCoord %gl_in %_ %frag_color %tse_color %pc
78 OpName %gl_in "gl_in"
124 %gl_in = OpVariable %_ptr_Input__arr_gl_PerVertex_uint_32 Input
150 %28 = OpAccessChain %_ptr_Input_v4float %gl_in %int_0 %int_0
156 %35 = OpAccessChain %_ptr_Input_v4float %gl_in %int_1 %int_0
162 %43 = OpAccessChain %_ptr_Input_v4float %gl_in %int_2 %int_0
Dtess_eval_ubo_entry_point.amber30 gl_out[ID].gl_Position = gl_in[ID].gl_Position;
56 ; vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position;
57 ; vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position;
58 ; vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position;
65 …OpEntryPoint TessellationEvaluation %main "main" %gl_TessCoord %gl_in %_ %frag_color %tse_color %_…
79 OpName %gl_in "gl_in"
127 %gl_in = OpVariable %_ptr_Input__arr_gl_PerVertex_uint_32 Input
153 %28 = OpAccessChain %_ptr_Input_v4float %gl_in %int_0 %int_0
159 %35 = OpAccessChain %_ptr_Input_v4float %gl_in %int_1 %int_0
165 %43 = OpAccessChain %_ptr_Input_v4float %gl_in %int_2 %int_0
Dtess_eval_ssbo_entry_point.amber30 gl_out[ID].gl_Position = gl_in[ID].gl_Position;
56 ; vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position;
57 ; vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position;
58 ; vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position;
65 …OpEntryPoint TessellationEvaluation %main "main" %gl_TessCoord %gl_in %_ %frag_color %tse_color %_…
79 OpName %gl_in "gl_in"
127 %gl_in = OpVariable %_ptr_Input__arr_gl_PerVertex_uint_32 Input
153 %28 = OpAccessChain %_ptr_Input_v4float %gl_in %int_0 %int_0
159 %35 = OpAccessChain %_ptr_Input_v4float %gl_in %int_1 %int_0
165 %43 = OpAccessChain %_ptr_Input_v4float %gl_in %int_2 %int_0
Dtess_con_ssbo_entry_point.amber36 ; gl_out[ID].gl_Position = gl_in[ID].gl_Position;
42 …OpEntryPoint TessellationControl %main "main" %gl_out %gl_InvocationID %gl_in %tse_color %_ %tsc_c…
59 OpName %gl_in "gl_in"
117 %gl_in = OpVariable %_ptr_Input__arr_gl_PerVertex_0_uint_32 Input
134 %28 = OpAccessChain %_ptr_Input_v4float %gl_in %26 %int_0
161 vec4 p0 = gl_TessCoord.x * gl_in[0].gl_Position;
162 vec4 p1 = gl_TessCoord.y * gl_in[1].gl_Position;
163 vec4 p2 = gl_TessCoord.z * gl_in[2].gl_Position;

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