/external/deqp/modules/gles2/functional/ |
D | es2fShaderIndexingTests.cpp | 161 …gCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType va… in ShaderIndexingCase() 374 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType va… in createUniformArrayCase() 484 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType va… in createTmpArrayCase() 648 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType va… in createVectorSubscriptCase() 834 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType va… in createMatrixSubscriptCase() 1056 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1084 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1120 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1156 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local
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D | es2fShaderAlgorithmTests.cpp | 60 …mCase (Context& context, const char* name, const char* description, bool isVertexCase, ShaderEvalF… in ShaderAlgorithmCase() 73 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, ShaderEvalF… in createExpressionCase()
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D | es2fShaderLoopTests.cpp | 227 …pCase (Context& context, const char* name, const char* description, bool isVertexCase, ShaderEvalF… in ShaderLoopCase() 276 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopType lo… in createGenericLoopCase() 484 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopCase lo… in createSpecialLoopCase() 1308 bool isVertexCase = (shaderType == SHADERTYPE_VERTEX); in init() local 1331 bool isVertexCase = (shaderType == SHADERTYPE_VERTEX); in init() local
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D | es2fShaderStructTests.cpp | 84 …tCase (Context& context, const char* name, const char* description, bool isVertexCase, deUint32 fl… in ShaderStructCase() 151 …tCase (Context& context, const char* name, const char* description, bool isVertexCase, deUint32 fl… in createStructCase()
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D | es2fShaderBuiltinVarTests.cpp | 74 …xt, const char* name, const char* desc, const char* varName, deUint32 paramName, bool isVertexCase) in ShaderBuiltinConstantCase() 195 ShaderDepthRangeTest (Context& context, const char* name, const char* desc, bool isVertexCase) in ShaderDepthRangeTest()
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D | es2fShaderReturnTests.cpp | 92 …nCase (Context& context, const char* name, const char* description, bool isVertexCase, const char*… in ShaderReturnCase()
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderIndexingTests.cpp | 151 …gCase (Context& context, const char* name, const char* description, bool isVertexCase, DataType va… in ShaderIndexingCase() 336 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType va… in createUniformArrayCase() 442 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType va… in createTmpArrayCase() 602 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType va… in createVectorSubscriptCase() 802 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, DataType va… in createMatrixSubscriptCase() 1021 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1049 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1085 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1127 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local
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D | es3fShaderLoopTests.cpp | 220 …pCase (Context& context, const char* name, const char* description, bool isVertexCase, ShaderEvalF… in ShaderLoopCase() 244 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopType lo… in createGenericLoopCase() 442 …e (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopCase lo… in createSpecialLoopCase() 1184 bool isVertexCase = (shaderType == SHADERTYPE_VERTEX); in init() local 1207 bool isVertexCase = (shaderType == SHADERTYPE_VERTEX); in init() local
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D | es3fShaderPrecisionTests.cpp | 64 …const glu::RenderContext& context, glu::Precision precision, const char* evalOp, bool isVertexCase) in createFloatPrecisionEvalProgram() 124 …text& context, glu::DataType type, glu::Precision precision, const char* evalOp, bool isVertexCase) in createIntUintPrecisionEvalProgram() 215 …unc, glu::Precision precision, const tcu::Vec2& rangeA, const tcu::Vec2& rangeB, bool isVertexCase) in ShaderFloatPrecisionCase() 467 …ecision precision, int bits, const tcu::IVec2& rangeA, const tcu::IVec2& rangeB, bool isVertexCase) in ShaderIntPrecisionCase() 661 …ecision precision, int bits, const tcu::UVec2& rangeA, const tcu::UVec2& rangeB, bool isVertexCase) in ShaderUintPrecisionCase()
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D | es3fShaderStructTests.cpp | 77 …tCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTe… in ShaderStructCase() 118 …tCase (Context& context, const char* name, const char* description, bool isVertexCase, bool usesTe… in createStructCase()
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D | es3fShaderSwitchTests.cpp | 55 …hCase (Context& context, const char* name, const char* description, bool isVertexCase, const char*… in ShaderSwitchCase()
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D | es3fShaderReturnTests.cpp | 82 …nCase (Context& context, const char* name, const char* description, bool isVertexCase, const char*… in ShaderReturnCase()
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
D | vktShaderRenderIndexingTests.cpp | 236 const bool isVertexCase, in ShaderIndexingCase() 387 bool isVertexCase, in createUniformArrayCase() 503 bool isVertexCase, in createTmpArrayCase() 674 bool isVertexCase, in createVectorSubscriptCase() 879 bool isVertexCase, in createMatrixSubscriptCase() 1114 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1144 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1182 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local 1226 bool isVertexCase = ((ShaderType)shaderType == SHADERTYPE_VERTEX); in init() local
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D | vktShaderRenderLoopTests.cpp | 262 bool isVertexCase, in ShaderLoopCase() 302 bool isVertexCase, in createGenericLoopCase() 525 bool isVertexCase, in createSpecialLoopCase() 1325 bool isVertexCase = (shaderType == glu::SHADERTYPE_VERTEX); in init() local 1349 bool isVertexCase = (shaderType == glu::SHADERTYPE_VERTEX); in init() local
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D | vktShaderRenderStructTests.cpp | 59 bool isVertexCase, in ShaderStructCase() 74 …& testCtx, const std::string& name, const std::string& description, bool isVertexCase, ShaderEvalF… in createStructCase()
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D | vktShaderRenderSwitchTests.cpp | 68 bool isVertexCase, in ShaderSwitchCase()
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D | vktShaderRenderTextureFunctionTests.cpp | 551 const bool isVertexCase, in ShaderTextureFunctionInstance() 866 bool isVertexCase) in ShaderTextureFunctionCase() 1112 const bool isVertexCase, in TextureQueryInstance() 1393 const bool isVertexCase, in TextureSizeInstance() 1675 const bool isVertexCase, in TextureSamplesInstance() 1838 const bool isVertexCase, in TextureQueryLevelsInstance() 2040 const bool isVertexCase, in TextureQueryLodInstance() 2314 bool isVertexCase, in TextureQueryCase() 2526 const bool isVertexCase, in SparseShaderTextureFunctionInstance() 2565 bool isVertexCase) in SparseShaderTextureFunctionCase()
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D | vktShaderRenderDiscardTests.cpp | 74 bool isVertexCase, in ShaderDiscardCaseInstance()
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D | vktShaderRenderReturnTests.cpp | 83 bool isVertexCase, in ShaderReturnCase()
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/external/deqp/modules/gles3/performance/ |
D | es3pShaderControlStatementTests.cpp | 167 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in init() local 442 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in init() local 700 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in init() local 782 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in writeWorkload() local 818 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in writeWorkload() local
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D | es3pShaderCompilationCases.cpp | 757 static string lightVertexTemplate (int numLights, bool isVertexCase, LightType lightType) in lightVertexTemplate() 904 static string lightFragmentTemplate (int numLights, bool isVertexCase, LightType lightType) in lightFragmentTemplate() 1145 static string loopVertexTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int nest… in loopVertexTemplate() 1217 static string loopFragmentTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int ne… in loopFragmentTemplate() 2166 …iption, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, int numLigh… in ShaderCompilerLightCase() 2292 …iption, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, LoopType ty… in ShaderCompilerLoopCase() 2320 …iption, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, const char*… in ShaderCompilerOperCase() 2675 …const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, int numLigh… in InvalidShaderCompilerLightCase() 2731 …const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, LoopType ty… in InvalidShaderCompilerLoopCase() 2760 …const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, const char*… in InvalidShaderCompilerOperCase()
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D | es3pShaderOptimizationTests.cpp | 128 const bool isVertexCase = shaderType == CASESHADERTYPE_VERTEX; in defaultProgramData() local 451 const bool isVertexCase = m_caseShaderType == CASESHADERTYPE_VERTEX; in generateProgramData() local 560 const bool isVertexCase = m_caseShaderType == CASESHADERTYPE_VERTEX; in generateProgramData() local 701 const bool isVertexCase = m_caseShaderType == CASESHADERTYPE_VERTEX; in generateProgramData() local
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/external/deqp/modules/gles2/performance/ |
D | es2pShaderControlStatementTests.cpp | 167 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in init() local 438 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in init() local 692 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in init() local 770 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in writeWorkload() local 806 bool isVertexCase = m_caseType == CASETYPE_VERTEX; in writeWorkload() local
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D | es2pShaderCompilationCases.cpp | 757 static string lightVertexTemplate (int numLights, bool isVertexCase, LightType lightType) in lightVertexTemplate() 903 static string lightFragmentTemplate (int numLights, bool isVertexCase, LightType lightType) in lightFragmentTemplate() 1140 static string loopVertexTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int nest… in loopVertexTemplate() 1211 static string loopFragmentTemplate (LoopType type, bool isVertexCase, int numLoopIterations, int ne… in loopFragmentTemplate() 2146 …iption, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, int numLigh… in ShaderCompilerLightCase() 2272 …iption, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, LoopType ty… in ShaderCompilerLoopCase() 2300 …iption, int caseID, bool avoidCache, bool addWhitespaceAndComments, bool isVertexCase, const char*… in ShaderCompilerOperCase() 2655 …const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, int numLigh… in InvalidShaderCompilerLightCase() 2711 …const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, LoopType ty… in InvalidShaderCompilerLoopCase() 2740 …const char* description, int caseID, InvalidityType invalidityType, bool isVertexCase, const char*… in InvalidShaderCompilerOperCase()
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D | es2pShaderOptimizationTests.cpp | 128 const bool isVertexCase = shaderType == CASESHADERTYPE_VERTEX; in defaultProgramData() local 449 const bool isVertexCase = m_caseShaderType == CASESHADERTYPE_VERTEX; in generateProgramData() local 549 const bool isVertexCase = m_caseShaderType == CASESHADERTYPE_VERTEX; in generateProgramData() local 690 const bool isVertexCase = m_caseShaderType == CASESHADERTYPE_VERTEX; in generateProgramData() local
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