/third_party/vk-gl-cts/framework/randomshaders/ |
H A D | rsgProgramGenerator.cpp | 54 vector<ShaderInput*> emptyOutputs; // \note [pyry] gl_FragColor is added in ShaderGenerator in generate() 63 const vector<ShaderInput*>& fragmentInputs = fragmentShader.getInputs(); // \note gl_Position and dEQP_Position are handled in ShaderGenerator in generate() 70 const vector<ShaderInput*>& vertexUniforms = vertexShader.getUniforms(); in generate() 71 const vector<ShaderInput*>& fragmentUniforms = fragmentShader.getUniforms(); in generate() 72 vector<ShaderInput*> unifiedSamplers; in generate() 76 for (vector<ShaderInput*>::const_iterator i = vertexUniforms.begin(); i != vertexUniforms.end(); i++) in generate() 82 for (vector<ShaderInput*>::const_iterator i = fragmentUniforms.begin(); i != fragmentUniforms.end(); i++) in generate() 89 for (vector<ShaderInput*>::const_iterator i = unifiedSamplers.begin(); i != unifiedSamplers.end(); i++) in generate() 91 ShaderInput* input = *i; in generate()
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H A D | rsgShader.hpp | 64 class ShaderInput class 67 ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange); 68 ~ShaderInput (void) {} in ~ShaderInput() 109 std::vector<ShaderInput*>& getInputs (void) { return m_inputs; } in getInputs() 110 std::vector<ShaderInput*>& getUniforms (void) { return m_uniforms; } in getUniforms() 113 const std::vector<ShaderInput*>& getInputs (void) const { return m_inputs; } in getInputs() 114 const std::vector<ShaderInput*>& getUniforms (void) const { return m_uniforms; } in getUniforms() 123 std::vector<ShaderInput*> m_inputs; 124 std::vector<ShaderInput*> m_uniforms;
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H A D | rsgShaderGenerator.cpp | 162 void fillUndefinedShaderInputs (vector<ShaderInput*>& inputs) in fillUndefinedShaderInputs() 164 for (vector<ShaderInput*>::iterator i = inputs.begin(); i != inputs.end(); i++) in fillUndefinedShaderInputs() 173 void ShaderGenerator::generate (const ShaderParameters& shaderParams, Shader& shader, const vector<ShaderInput*>& outputs) in generate() 194 for (vector<ShaderInput*>::const_iterator i = outputs.begin(); i != outputs.end(); i++) in generate() 196 const ShaderInput* input = *i; in generate() 282 vector<ShaderInput*>& inputs = shader.getInputs(); in generate() 283 vector<ShaderInput*>& uniforms = shader.getUniforms(); in generate() 292 inputs.push_back(new ShaderInput(variable, value->getValueRange())); in generate() 301 uniforms.push_back(new ShaderInput(variable, value->getValueRange())); in generate()
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H A D | rsgUtils.cpp | 36 void addNewUniforms (vector<const ShaderInput*>& uniforms, set<string>& addedUniforms, const Shader& shader) in addNewUniforms() 38 const vector<ShaderInput*>& shaderUniforms = shader.getUniforms(); in addNewUniforms() 39 for (vector<ShaderInput*>::const_iterator i = shaderUniforms.begin(); i != shaderUniforms.end(); i++) in addNewUniforms() 41 const ShaderInput* uniform = *i; in addNewUniforms() 50 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms) in computeUnifiedUniforms() 114 void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms) in computeUniformValues() 117 for (vector<const ShaderInput*>::const_iterator i = uniforms.begin(); i != uniforms.end(); i++) in computeUniformValues() 119 const ShaderInput* uniform = *i; in computeUniformValues()
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H A D | rsgUtils.hpp | 38 void computeUnifiedUniforms (const Shader& vertexShader, const Shader& fragmentShader, std::vector<const ShaderInput*>& uniforms); 39 void computeUniformValues (de::Random& rnd, std::vector<VariableValue>& values, const std::vector<const ShaderInput*>& uniforms);
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H A D | rsgProgramExecutor.cpp | 224 const vector<ShaderInput*>& inputs = vertexShader.getInputs(); in execute() 238 for (vector<ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in execute() 240 const ShaderInput* input = *i; in execute() 285 const vector<ShaderInput*>& inputs = fragmentShader.getInputs(); in execute() 314 for (vector<ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in execute() 316 const ShaderInput* input = *i; in execute()
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H A D | rsgShader.cpp | 58 ShaderInput::ShaderInput (const Variable* variable, ConstValueRangeAccess valueRange) in ShaderInput() function in rsg::ShaderInput
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H A D | rsgShaderGenerator.hpp | 42 void generate (const ShaderParameters& shaderParams, Shader& shader, const std::vector<ShaderInput*>& outputs);
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H A D | rsgTest.cpp | 60 std::vector<const rsg::ShaderInput*> uniforms; in runTest()
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/third_party/vk-gl-cts/modules/glshared/ |
H A D | glsRandomShaderProgram.hpp | 33 class ShaderInput; 44 RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms); 55 const rsg::ShaderInput* const* m_unifiedUniforms;
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H A D | glsRandomShaderProgram.cpp | 70 static void generateProgramDeclaration (sglr::pdec::ShaderProgramDeclaration& decl, const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) in generateProgramDeclaration() 75 for (vector<rsg::ShaderInput*>::const_iterator vtxInIter = vertexShader.getInputs().begin(); vtxInIter != vertexShader.getInputs().end(); ++vtxInIter) in generateProgramDeclaration() 77 const rsg::ShaderInput* vertexInput = *vtxInIter; in generateProgramDeclaration() 81 for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter) in generateProgramDeclaration() 83 const rsg::ShaderInput* fragInput = *fragInIter; in generateProgramDeclaration() 89 const rsg::ShaderInput* uniform = unifiedUniforms[uniformNdx]; in generateProgramDeclaration() 96 static sglr::pdec::ShaderProgramDeclaration generateProgramDeclaration (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) in generateProgramDeclaration() 131 RandomShaderProgram::RandomShaderProgram (const rsg::Shader& vertexShader, const rsg::Shader& fragmentShader, int numUnifiedUniforms, const rsg::ShaderInput* const* unifiedUniforms) in RandomShaderProgram() 145 for (vector<rsg::ShaderInput*>::const_iterator fragInIter = fragmentShader.getInputs().begin(); fragInIter != fragmentShader.getInputs().end(); ++fragInIter) in RandomShaderProgram() 147 const rsg::ShaderInput* fragInpu in RandomShaderProgram() [all...] |
H A D | glsRandomShaderCase.cpp | 78 VertexArray::VertexArray (const rsg::ShaderInput* input, int numVertices) in VertexArray() 148 std::vector<const rsg::ShaderInput*> unifiedUniforms; in init() 154 const vector<rsg::ShaderInput*>& inputs = m_vertexShader.getInputs(); in init() 157 for (vector<rsg::ShaderInput*>::const_iterator i = inputs.begin(); i != inputs.end(); i++) in init() 159 const rsg::ShaderInput* input = *i; in init() 240 static int getNumSamplerUniforms (const std::vector<rsg::ShaderInput*>& uniforms) in getNumSamplerUniforms() 244 for (std::vector<rsg::ShaderInput*>::const_iterator it = uniforms.begin(); it != uniforms.end(); ++it) in getNumSamplerUniforms()
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H A D | glsRandomShaderCase.hpp | 47 VertexArray (const rsg::ShaderInput* input, int numVertices); 57 const rsg::ShaderInput* m_input;
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H A D | glsFragOpInteractionCase.cpp | 79 static void computeVertexLayout (const vector<rsg::ShaderInput*>& attributes, int numVertices, vector<glu::VertexArrayBinding>* layout, int* stride) in computeVertexLayout() 85 for (vector<rsg::ShaderInput*>::const_iterator iter = attributes.begin(); iter != attributes.end(); ++iter) in computeVertexLayout() 87 const rsg::ShaderInput* attrib = *iter; in computeVertexLayout() 108 VertexDataStorage (const vector<rsg::ShaderInput*>& attributes, int numVertices); 124 VertexDataStorage::VertexDataStorage (const vector<rsg::ShaderInput*>& attributes, int numVertices) in VertexDataStorage() 365 static int findShaderInputIndex (const vector<rsg::ShaderInput*>& vars, const char* name) 539 const rsg::ShaderInput* shaderIn = m_vertexShader.getInputs()[attribNdx];
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H A D | glsFragOpInteractionCase.hpp | 72 std::vector<const rsg::ShaderInput*> m_unifiedUniforms;
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/third_party/mesa3d/src/gallium/drivers/r600/sfn/ |
H A D | sfn_shader.h | 101 class ShaderInput : public ShaderIO { class 103 ShaderInput(); 104 ShaderInput(int location, int name); 134 using InputIterator = std::map<int, ShaderInput>::iterator; 175 void add_input(const ShaderInput& input) { in add_input() 268 const ShaderInput& input(int base) const; 275 IOMap<ShaderInput>& inputs() {return m_inputs;} in inputs() 329 IOMap<ShaderInput> m_inputs;
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H A D | sfn_shader.cpp | 137 ShaderInput::ShaderInput(int location, int name): in ShaderInput() function in r600::ShaderInput 142 ShaderInput::ShaderInput(): in ShaderInput() function in r600::ShaderInput 143 ShaderInput(-1, -1) in ShaderInput() 148 void ShaderInput::do_print(std::ostream& os) const in do_print() 158 void ShaderInput::set_interpolator(int interp, int interp_loc, bool uses_interpolate_at_centroid) in set_interpolator() 165 void ShaderInput::set_uses_interpolate_at_centroid() in set_uses_interpolate_at_centroid() 273 ShaderInput input(pos, name); in read_input() 1416 const ShaderInput [all...] |
H A D | sfn_shader_fs.cpp | 245 ShaderInput input(ninputs(), TGSI_SEMANTIC_SAMPLEMASK); in do_allocate_reserved_registers() 257 ShaderInput input(ninputs(), TGSI_SEMANTIC_SAMPLEID); in do_allocate_reserved_registers() 359 ShaderInput pos_input(m_pos_driver_loc, name); in scan_input() 369 ShaderInput face_input(m_face_driver_loc, name); in scan_input() 444 ShaderInput input(driver_location, name); in scan_input()
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H A D | sfn_shader_gs.cpp | 142 ShaderInput input(driver_location, semantic.first); in process_load_input()
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H A D | sfn_shader_vs.cpp | 498 ShaderInput input(driver_location, location); in load_input()
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/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/shaderrender/ |
H A D | vktShaderRenderMatrixTests.cpp | 210 struct ShaderInput struct 212 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() function 1116 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc() 1391 const ShaderInput in0, 1392 const ShaderInput in1, 1402 const ShaderInput m_in0; 1403 const ShaderInput m_in1; 1410 const ShaderInput in0, in ShaderMatrixInstance() 1411 const ShaderInput in in ShaderMatrixInstance() [all...] |
/third_party/vk-gl-cts/external/vulkancts/modules_no_buildgn/vulkan/shaderrender/ |
H A D | vktShaderRenderMatrixTests.cpp | 210 struct ShaderInput struct 212 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() function 1116 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc() 1391 const ShaderInput in0, 1392 const ShaderInput in1, 1402 const ShaderInput m_in0; 1403 const ShaderInput m_in1; 1410 const ShaderInput in0, in ShaderMatrixInstance() 1411 const ShaderInput in in ShaderMatrixInstance() [all...] |
/third_party/vk-gl-cts/modules/gles2/functional/ |
H A D | es2fShaderMatrixTests.cpp | 110 struct ShaderInput struct 112 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() function 588 ShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc() 742 ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase); 752 ShaderInput m_in0; 753 ShaderInput m_in1; 757 ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput [all...] |
/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fShaderMatrixTests.cpp | 216 struct ShaderInput struct 218 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_) in ShaderInput() function 1122 MatrixShaderEvalFunc getEvalFunc (const ShaderInput& in0, const ShaderInput& in1, MatrixOp op) in getEvalFunc() 1373 ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput& in1, MatrixOp op, bool isVertexCase); 1383 ShaderInput m_in0; 1384 ShaderInput m_in1; 1389 ShaderMatrixCase::ShaderMatrixCase (Context& context, const char* name, const char* desc, const ShaderInput& in0, const ShaderInput [all...] |