/third_party/vk-gl-cts/modules/gles3/functional/ |
H A D | es3fFboTestUtil.hpp | 95 void setUniforms (sglr::Context& context, deUint32 program) const; 124 void setUniforms (sglr::Context& context, deUint32 program) const; 146 void setUniforms (sglr::Context& context, deUint32 program) const; 168 void setUniforms (sglr::Context& context, deUint32 program) const; 187 void setUniforms (sglr::Context& context, deUint32 program, const float gradientMin, const float gradientMax, const tcu::Vec4& color);
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H A D | es3fFboDepthbufferTests.cpp | 80 texShader.setUniforms (*getCurrentContext(), texShaderID); in render() 203 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); in render() 209 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 1.0f, 1.0f, red); in render() 214 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, 0.0f, 0.0f, red); in render() 289 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -1.0f, 2.0f, green); in render() 294 depthGradShader.setUniforms(*getCurrentContext(), depthGradShaderID, -0.5f, 3.0f, yellow); in render()
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H A D | es3fFboColorbufferTests.cpp | 241 texToFbo0Shader.setUniforms(*getCurrentContext(), texToFbo0ShaderID); in render() 242 texToFbo1Shader.setUniforms(*getCurrentContext(), texToFbo1ShaderID); in render() 243 multiTexShader.setUniforms (*getCurrentContext(), multiTexShaderID); in render() 373 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render() 460 cubeTexShader.setUniforms(*getCurrentContext(), cubeTexShaderID); in render() 502 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render() 586 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID); in render() 628 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render() 710 tdTexShader.setUniforms(*getCurrentContext(), tdTexShaderID); in render() 757 texShader.setUniforms (*getCurrentContex in render() [all...] |
H A D | es3fFboRenderTest.cpp | 580 texToFboShader.setUniforms(context, texToFboShaderID); in render() 586 texToFboShader.setUniforms(context, texToFboShaderID); in render() 597 texFromFboShader.setUniforms(context, texFromFboShaderID); in render() 684 texShader.setUniforms(context, texShaderID); in render() 724 texShader.setUniforms(context, texShaderID); in render() 828 shader.setUniforms(context, shaderID); in render() 909 texShader.setUniforms(context, texShaderID); in render() 1146 texToFboShader.setUniforms (context, texToFboShaderID); in render() 1147 texFromFboShader.setUniforms(context, texFromFboShaderID); in render() 1298 texToFboShader.setUniforms (ct in render() [all...] |
H A D | es3fFboInvalidateTests.cpp | 288 texShader.setUniforms(*getCurrentContext(), texShaderID); in render() 380 texShader.setUniforms (*getCurrentContext(), texShaderID); in render() 644 texShader.setUniforms(*getCurrentContext(), texShaderID); in render() 655 texShader.setUniforms(*getCurrentContext(), texShaderID); in render() 1016 texShader.setUniforms(*getCurrentContext(), texShaderID); in render() 1027 texShader.setUniforms(*getCurrentContext(), texShaderID); in render()
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H A D | es3fFboTestUtil.cpp | 341 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::FboTestUtil::Texture2DShader 500 void TextureCubeShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::FboTestUtil::TextureCubeShader 611 void Texture2DArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::FboTestUtil::Texture2DArrayShader 719 void Texture3DShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::FboTestUtil::Texture3DShader 818 void DepthGradientShader::setUniforms (sglr::Context& ctx, deUint32 program, const float gradientMin, const float gradientMax, const tcu::Vec4& color) in setUniforms() function in deqp::gles3::Functional::FboTestUtil::DepthGradientShader
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H A D | es3fShaderStructTests.cpp | 1342 static void setUniforms (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY /* NOLINT(SET_UNIFORMS_BODY) */ \ in init() 1345 addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC, DE_NULL));\ in init() 1346 addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, TEXTURES, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC, DE_NULL));\ in init()
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H A D | es3fFramebufferBlitTests.cpp | 88 texShader.setUniforms(*getCurrentContext(), texShaderID); in render() 511 texShader.setUniforms(*getCurrentContext(), texShaderID); in render() 666 texShader.setUniforms(*getCurrentContext(), texShaderID); in render() 842 texShader.setUniforms(*getCurrentContext(), texShaderID);
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H A D | es3fTextureUnitTests.cpp | 342 void setUniforms (sglr::Context& context, deUint32 program) const; 544 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms() function in deqp::gles3::Functional::MultiTexShader 1217 m_shader->setUniforms(context, shaderID); in render()
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H A D | es3fTextureSpecificationTests.cpp | 315 shader.setUniforms(*ctx, shaderID); in verifyTexture() 406 shader.setUniforms(*ctx, shaderID); in verifyTexture() 506 shader.setUniforms(*ctx, shaderID); in verifyTexture() 607 shader.setUniforms(*ctx, shaderID); in verifyTexture()
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/third_party/vk-gl-cts/modules/gles31/functional/ |
H A D | es31fFboTestUtil.hpp | 65 void setUniforms (sglr::Context& context, deUint32 program) const; 95 void setUniforms (sglr::Context& context, deUint32 program) const;
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H A D | es31fFboColorbufferTests.cpp | 141 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render() 235 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render() 332 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID); in render()
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H A D | es31fFboTestUtil.cpp | 184 void Texture2DShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles31::Functional::FboTestUtil::Texture2DShader 359 void TextureCubeArrayShader::setUniforms (sglr::Context& gl, deUint32 program) const in setUniforms() function in deqp::gles31::Functional::FboTestUtil::TextureCubeArrayShader
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H A D | es31fTextureSpecificationTests.cpp | 294 shader.setUniforms(*ctx, shaderID); in verifyTexture()
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/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/shaderrender/ |
H A D | vktShaderRenderSwitchTests.cpp | 44 static void setUniforms(ShaderRenderCaseInstance& instance, const tcu::Vec4&) in setUniforms() function 169 type == SWITCHTYPE_UNIFORM ? setUniforms : DE_NULL)); in makeSwitchCase()
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H A D | vktShaderRenderStructTests.cpp | 148 struct SetUniforms_##NAME { static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4&) SET_UNIFORMS_BODY }; /* NOLINT(SET_UNIFORMS_BODY) */ \ in init() 150 addChild(createStructCase(m_testCtx, #NAME "_vertex", true, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ in init() 151 addChild(createStructCase(m_testCtx, #NAME "_fragment", false, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ in init() 1273 static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY /* NOLINT(SET_UNIFORMS_BODY) */ \ in init() 1276 addChild(createStructCase(m_testCtx, #NAME "_vertex", true, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ in init() 1277 addChild(createStructCase(m_testCtx, #NAME "_fragment", false, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ in init()
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/third_party/vk-gl-cts/external/vulkancts/modules_no_buildgn/vulkan/shaderrender/ |
H A D | vktShaderRenderSwitchTests.cpp | 44 static void setUniforms(ShaderRenderCaseInstance& instance, const tcu::Vec4&) in setUniforms() function 171 type == SWITCHTYPE_UNIFORM ? setUniforms : DE_NULL)); in makeSwitchCase()
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H A D | vktShaderRenderStructTests.cpp | 150 struct SetUniforms_##NAME { static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4&) SET_UNIFORMS_BODY }; /* NOLINT(SET_UNIFORMS_BODY) */ \ in init() 152 addChild(createStructCase(m_testCtx, #NAME "_vertex", DESCRIPTION, true, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ in init() 153 addChild(createStructCase(m_testCtx, #NAME "_fragment", DESCRIPTION, false, &Eval_##NAME::eval, &SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ in init() 1249 static void setUniforms (ShaderRenderCaseInstance& instance, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY /* NOLINT(SET_UNIFORMS_BODY) */ \ in init() 1252 addChild(createStructCase(m_testCtx, #NAME "_vertex", DESCRIPTION, true, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ in init() 1253 addChild(createStructCase(m_testCtx, #NAME "_fragment", DESCRIPTION, false, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC).release()); \ in init()
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/third_party/vk-gl-cts/external/openglcts/modules/common/ |
H A D | glcShaderStructTests.cpp | 1206 static void setUniforms(const glw::Functions& gl, deUint32 programID, \ in init() 1214 Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC)); \ in init() 1216 Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC)); \ in init()
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/third_party/vk-gl-cts/modules/gles2/functional/ |
H A D | es2fShaderStructTests.cpp | 1338 static void setUniforms (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords) SET_UNIFORMS_BODY /* NOLINT(SET_UNIFORMS_BODY) */ \ in init() 1341 addChild(createStructCase(m_context, #NAME "_vertex", DESCRIPTION, true, FLAGS, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC, DE_NULL)); \ in init() 1342 addChild(createStructCase(m_context, #NAME "_fragment", DESCRIPTION, false, FLAGS, Eval_##NAME::eval, SetUniforms_##NAME::setUniforms, SHADER_SRC, DE_NULL));\ in init()
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H A D | es2fTextureUnitTests.cpp | 246 void setUniforms (sglr::Context& context, deUint32 program) const; 397 void MultiTexShader::setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms() function in deqp::gles2::Functional::MultiTexShader 912 m_shader->setUniforms(context, shaderID); in render()
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H A D | es2fTextureSpecificationTests.cpp | 191 void setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms() function in deqp::gles2::Functional::Tex2DShader 273 void setUniforms (sglr::Context& ctx, deUint32 program) const in setUniforms() function in deqp::gles2::Functional::TexCubeShader 576 m_tex2DShader.setUniforms(*getCurrentContext(), shaderID); in renderTex2D() 603 shaders[face]->setUniforms(*getCurrentContext(), shaderID); in renderTexCube()
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