Home
last modified time | relevance | path

Searched refs:nameSpec (Results 1 – 3 of 3) sorted by relevance

/external/deqp/modules/gles2/performance/
Des2pShaderCompilationCases.cpp2195 string nameSpec = getNameSpecialization(specID); in generateShaderData() local
2200 result.vertexAttributes = lightShaderAttributes(nameSpec); in generateShaderData()
2201 result.uniforms = lightShaderUniforms(nameSpec, m_numLights, m_lightType); in generateShaderData()
2261 string nameSpec = getNameSpecialization(specID); in generateShaderData() local
2266 …result.vertexAttributes = textureLookupShaderAttributes(nameSpec, m_conditionalUsage, m_condition… in generateShaderData()
2267 …result.uniforms = textureLookupShaderUniforms(nameSpec, m_numLookups, m_conditionalUsage, m_con… in generateShaderData()
2288 string nameSpec = getNameSpecialization(specID); in generateShaderData() local
2294 result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations); in generateShaderData()
2295 result.uniforms = loopShaderUniforms(nameSpec, m_type, m_numLoopIterations); in generateShaderData()
2315 string nameSpec = getNameSpecialization(specID); in generateShaderData() local
[all …]
/external/deqp/modules/gles3/performance/
Des3pShaderCompilationCases.cpp2215 string nameSpec = getNameSpecialization(specID); in generateShaderData() local
2220 result.vertexAttributes = lightShaderAttributes(nameSpec); in generateShaderData()
2221 result.uniforms = lightShaderUniforms(nameSpec, m_numLights, m_lightType); in generateShaderData()
2281 string nameSpec = getNameSpecialization(specID); in generateShaderData() local
2286 …result.vertexAttributes = textureLookupShaderAttributes(nameSpec, m_conditionalUsage, m_condition… in generateShaderData()
2287 …result.uniforms = textureLookupShaderUniforms(nameSpec, m_numLookups, m_conditionalUsage, m_con… in generateShaderData()
2308 string nameSpec = getNameSpecialization(specID); in generateShaderData() local
2314 result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations); in generateShaderData()
2315 result.uniforms = loopShaderUniforms(nameSpec, m_type, m_numLoopIterations); in generateShaderData()
2335 string nameSpec = getNameSpecialization(specID); in generateShaderData() local
[all …]
/external/lzma/CPP/7zip/Archive/Common/
DHandlerOut.cpp503 HRESULT COutHandler::SetProperty(const wchar_t *nameSpec, const PROPVARIANT &value) in SetProperty() argument
505 UString name = nameSpec; in SetProperty()