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Searched refs:vertexAttributes (Results 1 – 2 of 2) sorted by relevance

/external/deqp/modules/gles2/performance/
Des2pShaderCompilationCases.cpp407 vector<AttribSpec> vertexAttributes; member
1739 for (int attribNdx = 0; attribNdx < (int)progCtx.vertexAttributes.size(); attribNdx++) in setShaderInputs()
1741 int location = gl.getAttribLocation(program, progCtx.vertexAttributes[attribNdx].name.c_str()); in setShaderInputs()
1745 …gl.vertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, 0, progCtx.vertexAttributes[attribNdx].val… in setShaderInputs()
1798 for (int attribNdx = 0; attribNdx < (int)progCtx.vertexAttributes.size(); attribNdx++) in cleanup()
1800 …int location = gl.getAttribLocation(shadersAndProgram.program, progCtx.vertexAttributes[attribNdx]… in cleanup()
1860 progCtx.vertexAttributes = singleValueShaderAttributes(getNameSpecialization(specID)); in iterate()
2200 result.vertexAttributes = lightShaderAttributes(nameSpec); in generateShaderData()
2266 …result.vertexAttributes = textureLookupShaderAttributes(nameSpec, m_conditionalUsage, m_condition… in generateShaderData()
2294 result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations); in generateShaderData()
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/external/deqp/modules/gles3/performance/
Des3pShaderCompilationCases.cpp407 vector<AttribSpec> vertexAttributes; member
1759 for (int attribNdx = 0; attribNdx < (int)progCtx.vertexAttributes.size(); attribNdx++) in setShaderInputs()
1761 int location = gl.getAttribLocation(program, progCtx.vertexAttributes[attribNdx].name.c_str()); in setShaderInputs()
1765 …gl.vertexAttribPointer(location, 4, GL_FLOAT, GL_FALSE, 0, progCtx.vertexAttributes[attribNdx].val… in setShaderInputs()
1818 for (int attribNdx = 0; attribNdx < (int)progCtx.vertexAttributes.size(); attribNdx++) in cleanup()
1820 …int location = gl.getAttribLocation(shadersAndProgram.program, progCtx.vertexAttributes[attribNdx]… in cleanup()
1880 progCtx.vertexAttributes = singleValueShaderAttributes(getNameSpecialization(specID)); in iterate()
2220 result.vertexAttributes = lightShaderAttributes(nameSpec); in generateShaderData()
2286 …result.vertexAttributes = textureLookupShaderAttributes(nameSpec, m_conditionalUsage, m_condition… in generateShaderData()
2314 result.vertexAttributes = loopShaderAttributes(nameSpec, m_type, m_numLoopIterations); in generateShaderData()
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