Lines Matching refs:UniformSpec

370 	struct UniformSpec  struct in deqp::gles3::Performance::ShaderCompilerCase
391 UniformSpec (const string& n, Type t, float v) : name(n), type(t), value(v) {} in UniformSpec() argument
392UniformSpec (const string& n, Type t, const tcu::Vector<float, 16>& v) : name(n), type(t), value(v… in UniformSpec() function
408 vector<UniformSpec> uniforms;
1065 static vector<ShaderCompilerCase::UniformSpec> lightShaderUniforms (const string& nameSpecializatio… in lightShaderUniforms()
1067 vector<ShaderCompilerCase::UniformSpec> result; in lightShaderUniforms()
1069 result.push_back(ShaderCompilerCase::UniformSpec("u_material_ambientColor" + nameSpecialization, in lightShaderUniforms()
1070 ShaderCompilerCase::UniformSpec::TYPE_VEC3, in lightShaderUniforms()
1073 result.push_back(ShaderCompilerCase::UniformSpec("u_material_diffuseColor" + nameSpecialization, in lightShaderUniforms()
1074 ShaderCompilerCase:: UniformSpec::TYPE_VEC4, in lightShaderUniforms()
1077 result.push_back(ShaderCompilerCase::UniformSpec("u_material_emissiveColor" + nameSpecialization, in lightShaderUniforms()
1078 ShaderCompilerCase::UniformSpec::TYPE_VEC3, in lightShaderUniforms()
1081 result.push_back(ShaderCompilerCase::UniformSpec("u_material_specularColor" + nameSpecialization, in lightShaderUniforms()
1082 ShaderCompilerCase::UniformSpec::TYPE_VEC3, in lightShaderUniforms()
1085 result.push_back(ShaderCompilerCase::UniformSpec("u_material_shininess" + nameSpecialization, in lightShaderUniforms()
1086 ShaderCompilerCase::UniformSpec::TYPE_FLOAT, in lightShaderUniforms()
1093 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_color" + nameSpecializatio… in lightShaderUniforms()
1094 ShaderCompilerCase::UniformSpec::TYPE_VEC3, in lightShaderUniforms()
1097 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_direction" + nameSpecializ… in lightShaderUniforms()
1098 ShaderCompilerCase::UniformSpec::TYPE_VEC3, in lightShaderUniforms()
1103 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_position" + nameSpecializa… in lightShaderUniforms()
1104 ShaderCompilerCase::UniformSpec::TYPE_VEC4, in lightShaderUniforms()
1107 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_constantAttenuation" + nam… in lightShaderUniforms()
1108 ShaderCompilerCase::UniformSpec::TYPE_FLOAT, in lightShaderUniforms()
1111 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_linearAttenuation" + nameS… in lightShaderUniforms()
1112 ShaderCompilerCase::UniformSpec::TYPE_FLOAT, in lightShaderUniforms()
1115 …result.push_back(ShaderCompilerCase::UniformSpec("u_light" + ndxStr + "_quadraticAttenuation" + na… in lightShaderUniforms()
1116 ShaderCompilerCase::UniformSpec::TYPE_FLOAT, in lightShaderUniforms()
1121 result.push_back(ShaderCompilerCase::UniformSpec("u_mvpMatrix" + nameSpecialization, in lightShaderUniforms()
1122 ShaderCompilerCase::UniformSpec::TYPE_MAT4, in lightShaderUniforms()
1125 result.push_back(ShaderCompilerCase::UniformSpec("u_modelViewMatrix" + nameSpecialization, in lightShaderUniforms()
1126 ShaderCompilerCase::UniformSpec::TYPE_MAT4, in lightShaderUniforms()
1129 result.push_back(ShaderCompilerCase::UniformSpec("u_normalMatrix" + nameSpecialization, in lightShaderUniforms()
1130 ShaderCompilerCase::UniformSpec::TYPE_MAT3, in lightShaderUniforms()
1133 result.push_back(ShaderCompilerCase::UniformSpec("u_texCoordMatrix0" + nameSpecialization, in lightShaderUniforms()
1134 ShaderCompilerCase::UniformSpec::TYPE_MAT4, in lightShaderUniforms()
1137 result.push_back(ShaderCompilerCase::UniformSpec("u_sampler0" + nameSpecialization, in lightShaderUniforms()
1138 ShaderCompilerCase::UniformSpec::TYPE_TEXTURE_UNIT, in lightShaderUniforms()
1300 static vector<ShaderCompilerCase::UniformSpec> loopShaderUniforms (const string& nameSpecialization… in loopShaderUniforms()
1302 vector<ShaderCompilerCase::UniformSpec> result; in loopShaderUniforms()
1305 result.push_back(ShaderCompilerCase::UniformSpec("u_loopBound" + nameSpecialization, in loopShaderUniforms()
1306 ShaderCompilerCase::UniformSpec::TYPE_FLOAT, in loopShaderUniforms()
1558 static vector<ShaderCompilerCase::UniformSpec> textureLookupShaderUniforms (const string& nameSpeci… in textureLookupShaderUniforms()
1560 vector<ShaderCompilerCase::UniformSpec> result; in textureLookupShaderUniforms()
1563 …result.push_back(ShaderCompilerCase::UniformSpec("u_sampler" + de::toString(i) + nameSpecializatio… in textureLookupShaderUniforms()
1564 ShaderCompilerCase::UniformSpec::TYPE_TEXTURE_UNIT, in textureLookupShaderUniforms()
1568 result.push_back(ShaderCompilerCase::UniformSpec("u_condition" + nameSpecialization, in textureLookupShaderUniforms()
1569 ShaderCompilerCase::UniformSpec::TYPE_FLOAT, in textureLookupShaderUniforms()
1659 static vector<ShaderCompilerCase::UniformSpec> mandelbrotShaderUniforms (const string& nameSpeciali… in mandelbrotShaderUniforms()
1661 vector<ShaderCompilerCase::UniformSpec> result; in mandelbrotShaderUniforms()
1663 result.push_back(ShaderCompilerCase::UniformSpec("u_mvp" + nameSpecialization, in mandelbrotShaderUniforms()
1664 ShaderCompilerCase::UniformSpec::TYPE_MAT4, in mandelbrotShaderUniforms()
1780 case UniformSpec::TYPE_FLOAT: gl.uniform1fv(location, 1, floatPtr); break; in setShaderInputs()
1781 case UniformSpec::TYPE_VEC2: gl.uniform2fv(location, 1, floatPtr); break; in setShaderInputs()
1782 case UniformSpec::TYPE_VEC3: gl.uniform3fv(location, 1, floatPtr); break; in setShaderInputs()
1783 case UniformSpec::TYPE_VEC4: gl.uniform4fv(location, 1, floatPtr); break; in setShaderInputs()
1784 case UniformSpec::TYPE_MAT3: gl.uniformMatrix3fv(location, 1, GL_FALSE, floatPtr); break; in setShaderInputs()
1785 case UniformSpec::TYPE_MAT4: gl.uniformMatrix4fv(location, 1, GL_FALSE, floatPtr); break; in setShaderInputs()
1786 …case UniformSpec::TYPE_TEXTURE_UNIT: gl.uniform1i(location, (GLint)deRoundFloatToInt32(*floatPtr))… in setShaderInputs()