Searched refs:vertexAttributes (Results 1 – 2 of 2) sorted by relevance
/external/deqp/modules/gles2/performance/ |
D | es2pShaderCompilationCases.cpp | 407 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() [all …]
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/external/deqp/modules/gles3/performance/ |
D | es3pShaderCompilationCases.cpp | 407 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() [all …]
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