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Lines Matching refs:INPUTTYPE_DYNAMIC

105 	INPUTTYPE_DYNAMIC,
346 template <> inline float getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.x(); }
347 template <> inline tcu::Vec2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1); }
348 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2); }
349 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2, 3); }
351 template <> inline tcu::Mat2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx)
360 template <> inline tcu::Mat3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx)
370 template <> inline tcu::Mat4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx)
618 OP(INPUTTYPE_DYNAMIC, TYPE0, INPUTTYPE_CONST, TYPE1); \
619 OP(INPUTTYPE_CONST, TYPE0, INPUTTYPE_DYNAMIC, TYPE1); \
620 OP(INPUTTYPE_DYNAMIC, TYPE0, INPUTTYPE_DYNAMIC, TYPE1)
624 OP(INPUTTYPE_DYNAMIC, MATTYPE, INPUTTYPE_CONST, MATTYPE)
636 OP(INPUTTYPE_DYNAMIC, MATTYPE)
646 OP(INPUTTYPE_DYNAMIC, MATTYPE, INPUTTYPE_CONST, MATTYPE); \
647 OP(INPUTTYPE_CONST, MATTYPE, INPUTTYPE_DYNAMIC, MATTYPE); \
648 OP(INPUTTYPE_DYNAMIC, MATTYPE, INPUTTYPE_DYNAMIC, MATTYPE)
651 InputType in0Type = in0.inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_DYNAMIC : INPUTTYPE_CONST;
652 InputType in1Type = in1.inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_DYNAMIC : INPUTTYPE_CONST;
775 bool isInDynMat0 = isDataTypeMatrix(m_in0.dataType) && m_in0.inputType == INPUTTYPE_DYNAMIC;
776 bool isInDynMat1 = isDataTypeMatrix(m_in1.dataType) && m_in1.inputType == INPUTTYPE_DYNAMIC;
831 if (in.inputType == INPUTTYPE_DYNAMIC)
1124 { "dynamic", "Dynamic matrix input", INPUTTYPE_DYNAMIC }
1128 { "dynamic", "Dynamic matrix input", INPUTTYPE_DYNAMIC }
1173 ShaderInput scalarIn(op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, TYPE_FLOAT, precision);
1182 ShaderInput vecIn (op == OP_DIV ? INPUTTYPE_UNIFORM : INPUTTYPE_DYNAMIC, vecType, precision);
1196 ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision);
1211 ShaderInput otherMatIn(inputType == INPUTTYPE_DYNAMIC ? INPUTTYPE_UNIFORM : inputType, matType, precision);