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Searched refs:setUniforms (Results 1 - 22 of 22) sorted by relevance

/third_party/vk-gl-cts/modules/gles3/functional/
H A Des3fFboTestUtil.hpp95 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);
H A Des3fFboDepthbufferTests.cpp80 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()
H A Des3fFboColorbufferTests.cpp241 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 Des3fFboRenderTest.cpp580 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 Des3fFboInvalidateTests.cpp288 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()
H A Des3fFboTestUtil.cpp341 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
H A Des3fShaderStructTests.cpp1342 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()
H A Des3fFramebufferBlitTests.cpp88 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);
H A Des3fTextureUnitTests.cpp342 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()
H A Des3fTextureSpecificationTests.cpp315 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()
/third_party/vk-gl-cts/modules/gles31/functional/
H A Des31fFboTestUtil.hpp65 void setUniforms (sglr::Context& context, deUint32 program) const;
95 void setUniforms (sglr::Context& context, deUint32 program) const;
H A Des31fFboColorbufferTests.cpp141 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render()
235 texToFboShader.setUniforms(*getCurrentContext(), texToFboShaderID); in render()
332 arrayTexShader.setUniforms(*getCurrentContext(), arrayTexShaderID); in render()
H A Des31fFboTestUtil.cpp184 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
H A Des31fTextureSpecificationTests.cpp294 shader.setUniforms(*ctx, shaderID); in verifyTexture()
/third_party/vk-gl-cts/external/vulkancts/modules/vulkan/shaderrender/
H A DvktShaderRenderSwitchTests.cpp44 static void setUniforms(ShaderRenderCaseInstance& instance, const tcu::Vec4&) in setUniforms() function
169 type == SWITCHTYPE_UNIFORM ? setUniforms : DE_NULL)); in makeSwitchCase()
H A DvktShaderRenderStructTests.cpp148 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()
/third_party/vk-gl-cts/external/vulkancts/modules_no_buildgn/vulkan/shaderrender/
H A DvktShaderRenderSwitchTests.cpp44 static void setUniforms(ShaderRenderCaseInstance& instance, const tcu::Vec4&) in setUniforms() function
171 type == SWITCHTYPE_UNIFORM ? setUniforms : DE_NULL)); in makeSwitchCase()
H A DvktShaderRenderStructTests.cpp150 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()
/third_party/vk-gl-cts/external/openglcts/modules/common/
H A DglcShaderStructTests.cpp1206 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()
/third_party/vk-gl-cts/modules/gles2/functional/
H A Des2fShaderStructTests.cpp1338 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()
H A Des2fTextureUnitTests.cpp246 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()
H A Des2fTextureSpecificationTests.cpp191 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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