Searched refs:nameSpec (Results 1 – 3 of 3) sorted by relevance
/external/deqp/modules/gles2/performance/ |
D | es2pShaderCompilationCases.cpp | 2195 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 …]
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/external/deqp/modules/gles3/performance/ |
D | es3pShaderCompilationCases.cpp | 2215 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 …]
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/external/lzma/CPP/7zip/Archive/Common/ |
D | HandlerOut.cpp | 503 HRESULT COutHandler::SetProperty(const wchar_t *nameSpec, const PROPVARIANT &value) in SetProperty() argument 505 UString name = nameSpec; in SetProperty()
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