/external/deqp/modules/glshared/ |
D | glsRandomShaderCase.cpp | 124 , m_vertexShader (rsg::Shader::TYPE_VERTEX) in RandomShaderCase() 141 programGenerator.generate(m_parameters, m_vertexShader, m_fragmentShader); in init() 143 checkShaderLimits(m_vertexShader); in init() 145 checkProgramLimits(m_vertexShader, m_fragmentShader); in init() 150 rsg::computeUnifiedUniforms(m_vertexShader, m_fragmentShader, unifiedUniforms); in init() 154 const vector<rsg::ShaderInput*>& inputs = m_vertexShader.getInputs(); in init() 464 …glu::ShaderProgram program(m_renderCtx, glu::makeVtxFragSources(m_vertexShader.getSource(), m_frag… in iterate() 551 executor.execute(m_vertexShader, m_fragmentShader, m_uniforms); in iterate()
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D | glsFragOpInteractionCase.cpp | 442 , m_vertexShader (rsg::Shader::TYPE_VERTEX) in FragOpInteractionCase() 468 generator.generate(m_params, m_vertexShader, m_fragmentShader); in init() 469 rsg::computeUnifiedUniforms(m_vertexShader, m_fragmentShader, m_unifiedUniforms); in init() 474 …m_program = new gls::RandomShaderProgram(m_vertexShader, m_fragmentShader, (int)m_unifiedUniforms.… in init() 514 const int positionNdx = findShaderInputIndex(m_vertexShader.getInputs(), "dEQP_Position"); in iterate() 517 VertexDataStorage vertexData (m_vertexShader.getInputs(), numVertices); in iterate() 534 for (int attribNdx = 0; attribNdx < (int)m_vertexShader.getInputs().size(); ++attribNdx) in iterate() 539 const rsg::ShaderInput* shaderIn = m_vertexShader.getInputs()[attribNdx]; in iterate()
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D | glsRandomShaderProgram.cpp | 133 , m_vertexShader (vertexShader) in RandomShaderProgram() 181 for (int attribNdx = 0; attribNdx < (int)m_vertexShader.getInputs().size(); ++attribNdx) in shadeVertices() 183 const rsg::Variable* attribVar = m_vertexShader.getInputs()[attribNdx]->getVariable(); in shadeVertices() 203 m_vertexShader.execute(m_execCtx); in shadeVertices()
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D | glsRandomShaderProgram.hpp | 52 const rsg::Shader& m_vertexShader; member in deqp::gls::RandomShaderProgram
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D | glsFragOpInteractionCase.hpp | 70 rsg::Shader m_vertexShader; member in deqp::gls::FragOpInteractionCase
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D | glsRandomShaderCase.hpp | 103 rsg::Shader m_vertexShader; member in deqp::gls::RandomShaderCase
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/external/deqp/external/vulkancts/modules/vulkan/pipeline/ |
D | vktPipelineReferenceRenderer.hpp | 270 TexCoordVertexShader m_vertexShader; member in vkt::pipeline::SamplerProgram 274 : m_vertexShader () in SamplerProgram() 283 return rr::Program(&m_vertexShader, &m_fragmentShader); in getReferenceProgram()
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/external/opencv3/samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/ |
D | QuadRenderer.cpp | 121 &m_vertexShader in CreateDeviceResources() 312 m_vertexShader.Get(), in Render()
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D | QuadRenderer.h | 47 Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader; variable
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/external/opencv3/samples/wp8/OcvRotatingCube/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/ |
D | CubeRenderer.cpp | 128 &m_vertexShader in CreateDeviceResources() 380 m_vertexShader.Get(), in Render()
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D | CubeRenderer.h | 48 Microsoft::WRL::ComPtr<ID3D11VertexShader> m_vertexShader; variable
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