/third_party/vk-gl-cts/external/openglcts/modules/gles31/ |
H A D | es31cShaderImageSizeTests.cpp | 463 const char* const glsl_fs = NL "void main() {" NL " discard;" NL "}"; in Run() local 469 m_program[1] = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run() 475 m_program[0] = BuildProgram(glsl_vs, glsl_fs, true); in Run() 498 const char* const glsl_fs = fs.c_str(); in Run() local 502 m_program[1] = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run() 508 m_program[0] = BuildProgram(glsl_vs, glsl_fs, false); in Run()
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H A D | es31cShaderStorageBufferObjectTests.cpp | 505 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 507 m_program = CreateProgram(glsl_vs, glsl_fs); in Run() 936 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 949 if (!RunIteration(glsl_vs[i], glsl_fs)) in Run() 1154 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 1156 m_fsp = BuildShaderProgram(GL_FRAGMENT_SHADER, glsl_fs); in Run() 1217 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 1220 m_program = CreateProgram(glsl_vs, glsl_fs); in Run() 2201 const char* const glsl_fs = NL in Run() local 2226 m_program = CreateProgram(glsl_vs, glsl_fs); in Run() 2450 const char* const glsl_fs = Run() local 2653 const char* const glsl_fs = Run() local 2857 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 3612 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 3994 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 4416 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 5058 const char* const glsl_fs = NL "in vec3 StageData_color;" NL "layout(location = 0) out vec4 g_fs_out;" NL Run() local 5325 const char* const glsl_fs = NL "in vec3 StageData_color;" NL "layout(location = 0) out vec4 g_fs_out;" NL Run() local 5802 const char* const glsl_fs = NL "in vec3 color;" NL "layout(location = 0) out vec4 g_fs_out;" NL Run() local 6133 const char* const glsl_fs = NL Run() local 6399 const char* const glsl_fs = Run() local 6604 const char* const glsl_fs = Run() local 6731 const char* glsl_fs = Run() local 7238 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 7477 std::string glsl_fs = BuildShaderPT(fragment); Run() local 7483 std::string glsl_fs = BuildShader(); Run() local 7665 std::string glsl_fs = BuildShaderPT(fragment); Run() local 7671 std::string glsl_fs = BuildShader(); Run() local 8161 const char* const glsl_fs = Run() local [all...] |
H A D | es31cVertexAttribBindingTests.cpp | 343 const char* const glsl_fs = in Run() local 349 m_fsp = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run() 361 glShaderSource(fsh, 1, &glsl_fs, NULL); in Run() 466 const char* const glsl_fs = "#version 310 es" NL "precision mediump float;" NL "in vec4 attrib[15];" NL in Run() local 474 glShaderSource(fsh, 1, &glsl_fs, NULL); in Run() 1527 const char* const glsl_fs = "#version 310 es" NL "precision mediump float;" NL "flat in ivec4 attribi[8];" NL in Run() local 1536 glShaderSource(fsh, 1, &glsl_fs, NULL); in Run() 2445 const char* const glsl_fs = in Run() local 2455 m_fsp = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run() 2467 glShaderSource(fsh, 1, &glsl_fs, NUL in Run() 2707 const char* const glsl_fs = Run() local 2915 const char* const glsl_fs = "#version 310 es" NL "precision mediump float;" NL "out vec4 fs_out_color;" NL Run() local [all...] |
H A D | es31cComputeShaderTests.cpp | 1606 const char* glsl_fs = in Run() local 1614 m_draw_program = CreateProgram(glsl_vs, glsl_fs); in Run() 3106 const char* const glsl_fs = NL "layout(location = 0) out mediump vec4 o_color;" NL "void main() {" NL in Run() local 3108 m_fsp = BuildShaderProgram(GL_FRAGMENT_SHADER, glsl_fs); in Run() 3984 const char* const glsl_fs = in Run() local 3987 m_program[1] = CreateProgram(glsl_vs, glsl_fs); in Run() 4119 const char* const glsl_fs = in Run() local 4122 m_program[1] = CreateProgram(glsl_vs, glsl_fs); in Run() 4589 const char* const glsl_fs = NL "layout(location = 0) out mediump vec4 g_color;" NL "void main() {" NL in Run() local 4591 m_program[0] = CreateProgram(glsl_vs, glsl_fs); in Run() 4772 const char* const glsl_fs = Run() local 5422 const char* const glsl_fs = Run() local 5707 const char* const glsl_fs = Run() local 5906 const char* const glsl_fs = Run() local [all...] |
H A D | es31cShaderImageLoadStoreTests.cpp | 3626 const char* glsl_fs = in Run() local 3632 m_program[1] = BuildProgram(glsl_vs, glsl_fs); in Run() 4200 const char* const glsl_fs = in Run() local 4203 m_program = BuildProgram(glsl_vs, glsl_fs, true, true); in Run() 4293 const char* const glsl_fs = in Run() local 4302 m_program = BuildProgram(glsl_vs, glsl_fs); in Run() 4515 const char* const glsl_fs = in Setup() local 4520 m_program = BuildProgram(glsl_vs, glsl_fs); in Setup() 4875 const char* const glsl_fs = in Run() local 4881 m_program = BuildProgram(glsl_vs, glsl_fs, fals in Run() 5045 const char* glsl_fs = NL "layout(rgba32f) writeonly uniform image2D g_image;" NL "void main() {" NL Run() local [all...] |
H A D | es31cShaderAtomicCountersTests.cpp | 3666 const char* glsl_fs = source.c_str(); in Run() local 3669 glShaderSource(sh, 1, &glsl_fs, NULL); in Run() 3730 const char* const glsl_fs = in Run() local 3736 m_fsp = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run()
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/third_party/vk-gl-cts/external/openglcts/modules/gl/ |
H A D | gl4cES31CompatibilityShaderStorageBufferObjectTests.cpp | 508 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 510 m_program = CreateProgram(glsl_vs, glsl_fs); in Run() 935 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 948 if (!RunIteration(glsl_vs[i], glsl_fs)) in Run() 1153 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 1155 m_fsp = BuildShaderProgram(GL_FRAGMENT_SHADER, glsl_fs); in Run() 1217 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 1220 m_program = CreateProgram(glsl_vs, glsl_fs); in Run() 2201 const char* const glsl_fs = NL in Run() local 2226 m_program = CreateProgram(glsl_vs, glsl_fs); in Run() 2448 const char* const glsl_fs = Run() local 2643 const char* const glsl_fs = Run() local 2844 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 3602 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 3985 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 4413 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 4915 const char* const glsl_fs = NL "in vec3 StageData_color;" NL "layout(location = 0) out vec4 g_fs_out;" NL Run() local 5180 const char* const glsl_fs = NL "in vec3 StageData_color;" NL "layout(location = 0) out vec4 g_fs_out;" NL Run() local 5657 const char* const glsl_fs = NL "in vec3 color;" NL "layout(location = 0) out vec4 g_fs_out;" NL Run() local 5985 const char* const glsl_fs = NL Run() local 6254 const char* const glsl_fs = Run() local 6460 const char* const glsl_fs = Run() local 6589 const char* glsl_fs = Run() local 7074 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL Run() local 7314 std::string glsl_fs = BuildShaderPT(fragment); Run() local 7320 std::string glsl_fs = BuildShader(); Run() local 7502 std::string glsl_fs = BuildShaderPT(fragment); Run() local 7508 std::string glsl_fs = BuildShader(); Run() local 7998 const char* const glsl_fs = Run() local [all...] |
H A D | gl4cShaderStorageBufferObjectTests.cpp | 659 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 662 m_program = CreateProgram(glsl_vs, glsl_fs); in Run() 1110 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 1124 if (!RunIteration(glsl_vs[i], glsl_fs)) in Run() 1216 const char* const glsl_fs = NL "layout(location = 0) out vec4 o_color;" NL "void main() {" NL in Run() local 1218 m_fsp = BuildShaderProgram(GL_FRAGMENT_SHADER, glsl_fs); in Run() 2276 const char* const glsl_fs = in Run() local 2301 m_program = CreateProgram(glsl_vs, "", "", glsl_gs, glsl_fs); in Run() 2567 const char* const glsl_fs = in Run() local 2570 m_program = CreateProgram(glsl_vs, glsl_tcs, glsl_tes, "", glsl_fs); in Run() 2696 const char* const glsl_fs = NL Run() local 2890 const char* const glsl_fs = Run() local 5315 const char* const glsl_fs = Run() local 5584 const char* const glsl_fs = Run() local 5967 const char* const glsl_fs = Run() local 6082 const char* const glsl_fs = Run() local 6199 const char* const glsl_fs = Run() local 6524 const char* const glsl_fs = Run() local 6794 const char* const glsl_fs = Run() local 7009 const char* const glsl_fs = NL Run() local 7142 const char* glsl_fs = Run() local 8027 std::string glsl_fs = BuildShaderPT(fragment); Run() local 8033 std::string glsl_fs = BuildShader(); Run() local 8525 const char* const glsl_fs = Run() local [all...] |
H A D | gl4cComputeShaderTests.cpp | 1291 const char* glsl_fs = in Run() local 1297 m_draw_program = CreateProgram(glsl_vs, glsl_fs); in Run() 3117 const char* const glsl_fs = in Run() local 3119 m_fsp = BuildShaderProgram(GL_FRAGMENT_SHADER, glsl_fs); in Run() 3972 const char* const glsl_fs = in Run() local 3975 m_program[1] = CreateProgram(glsl_vs, glsl_fs); in Run() 4108 const char* const glsl_fs = in Run() local 4111 m_program[1] = CreateProgram(glsl_vs, glsl_fs); in Run() 4546 const char* const glsl_fs = in Run() local 4549 m_program[0] = CreateProgram(glsl_vs, glsl_fs); in Run() 4718 const char* const glsl_fs = Run() local 5830 const char* const glsl_fs = Run() local 6012 const char* const glsl_fs = Run() local 6290 const char* const glsl_fs = Run() local [all...] |
H A D | gl4cShaderAtomicCountersTests.cpp | 1279 const char* glsl_fs = in Run() local 1294 prog_ = CreateProgram(glsl_vs, NULL, NULL, NULL, glsl_fs, true); in Run() 3099 const char* glsl_fs = "#version 420 core" NL "layout(location = 0) out uvec4 o_color[4];" NL in Run() local 3102 prog_ = CreateProgram(glsl_vs, NULL, NULL, NULL, glsl_fs, true); in Run() 3202 const char* glsl_fs = "#version 420 core" NL "layout(location = 0) out uvec4 o_color[4];" NL in Run() local 3207 prog_ = CreateProgram(glsl_vs, NULL, NULL, NULL, glsl_fs, false); in Run() 4244 const char* glsl_fs = source.c_str(); in Run() local 4247 glShaderSource(sh, 1, &glsl_fs, NULL); in Run() 4309 const char* const glsl_fs = in Run() local 4316 m_fsp = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run() [all...] |
H A D | gl4cShaderImageSizeTests.cpp | 680 const char* const glsl_fs = fs.c_str(); in Run() local 682 m_program[1] = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run() 924 const char* const glsl_fs = in Run() local 932 m_program[1] = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run()
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H A D | gl4cShaderImageLoadStoreTests.cpp | 4909 const char* glsl_fs = "#version 420 core" NL "layout(location = 0) out vec4 o_color;" NL in Run() local 4914 m_program[1] = BuildProgram(glsl_vs, NULL, NULL, NULL, glsl_fs); in Run() 5707 const char* const glsl_fs = in Run() local 5713 m_program = BuildProgram(glsl_vs, glsl_tcs, glsl_tes, glsl_gs, glsl_fs); in Run() 5818 const char* const glsl_fs = in Run() local 5824 m_program = BuildProgram(glsl_vs, NULL, NULL, NULL, glsl_fs); in Run() 5908 const char* const glsl_fs = in Run() local 5915 m_program = BuildProgram(glsl_vs, NULL, NULL, NULL, glsl_fs); in Run() 6133 const char* const glsl_fs = in Run() local 6137 m_fsp = BuildShaderProgram(GL_FRAGMENT_SHADER, glsl_fs); in Run() 6217 const char* const glsl_fs = Setup() local 6456 const char* const glsl_fs = Setup() local 6640 const char* const glsl_fs = Setup() local [all...] |
H A D | gl4cES31CompatibilityShaderImageLoadStoreTests.cpp | 3675 const char* glsl_fs = in Run() local 3681 m_program[1] = BuildProgram(glsl_vs, glsl_fs); in Run() 4232 const char* const glsl_fs = in Run() local 4235 m_program = BuildProgram(glsl_vs, glsl_fs, true, true); in Run() 4325 const char* const glsl_fs = in Run() local 4334 m_program = BuildProgram(glsl_vs, glsl_fs); in Run() 4545 const char* const glsl_fs = in Setup() local 4550 m_program = BuildProgram(glsl_vs, glsl_fs); in Setup() 4908 const char* const glsl_fs = in Run() local 4914 m_program = BuildProgram(glsl_vs, glsl_fs, fals in Run() 5079 const char* glsl_fs = NL "layout(rgba32f) writeonly uniform image2D g_image;" NL "void main() {" NL Run() local [all...] |
H A D | gl4cVertexAttribBindingTests.cpp | 314 const char* const glsl_fs = "#version 430 core" NL "in StageData {" NL " vec3 color;" NL "} fs_in;" NL in Run() local 318 m_fsp = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run() 2988 const char* const glsl_fs = "#version 430 core" NL "in StageData {" NL " vec2 color_rg;" NL in Run() local 2996 m_fsp = glCreateShaderProgramv(GL_FRAGMENT_SHADER, 1, &glsl_fs); in Run()
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