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Searched
defs:TYPE_FLOAT_VEC4
(Results
1 - 11
of
11
) sorted by null
/external/deqp/modules/gles3/functional/
es3fFboDepthbufferTests.cpp
72
GradientShader gradShader (glu::
TYPE_FLOAT_VEC4
);
73
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
166
DepthGradientShader depthGradShader (glu::
TYPE_FLOAT_VEC4
);
252
DepthGradientShader depthGradShader (glu::
TYPE_FLOAT_VEC4
);
es3fFboTestUtil.cpp
59
case glu::
TYPE_FLOAT_VEC4
: return rr::GENERICVECTYPE_FLOAT;
82
<< sglr::pdec::Uniform("u_color", glu::
TYPE_FLOAT_VEC4
)
129
if (m_outputType == glu::
TYPE_FLOAT_VEC4
)
157
<< sglr::pdec::Uniform("u_gradientMin", glu::
TYPE_FLOAT_VEC4
)
158
<< sglr::pdec::Uniform("u_gradientMax", glu::
TYPE_FLOAT_VEC4
)
226
if (m_outputType == glu::
TYPE_FLOAT_VEC4
) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
294
decl << sglr::pdec::Uniform("u_outScale0", glu::
TYPE_FLOAT_VEC4
);
295
decl << sglr::pdec::Uniform("u_outBias0", glu::
TYPE_FLOAT_VEC4
);
300
decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::
TYPE_FLOAT_VEC4
);
301
decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::
TYPE_FLOAT_VEC4
);
[
all
...]
es3fFboColorbufferTests.cpp
232
Texture2DShader multiTexShader (DataTypes() << glu::getSampler2DType(texFmt0) << glu::getSampler2DType(texFmt1), glu::
TYPE_FLOAT_VEC4
);
365
TextureCubeShader cubeTexShader (glu::getSamplerCubeType(texFmt), glu::
TYPE_FLOAT_VEC4
);
494
Texture2DArrayShader arrayTexShader (glu::getSampler2DArrayType(texFmt), glu::
TYPE_FLOAT_VEC4
);
620
Texture3DShader tdTexShader (glu::getSampler3DType(texFmt), glu::
TYPE_FLOAT_VEC4
);
747
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
748
GradientShader gradShader (glu::
TYPE_FLOAT_VEC4
);
es3fFboInvalidateTests.cpp
147
FlatColorShader flatShader (glu::
TYPE_FLOAT_VEC4
);
217
FlatColorShader flatShader (glu::
TYPE_FLOAT_VEC4
);
218
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
219
GradientShader gradShader (glu::
TYPE_FLOAT_VEC4
);
313
FlatColorShader flatShader (glu::
TYPE_FLOAT_VEC4
);
365
FlatColorShader flatShader (glu::
TYPE_FLOAT_VEC4
);
366
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
367
GradientShader gradShader (glu::
TYPE_FLOAT_VEC4
);
472
FlatColorShader flatShader (glu::
TYPE_FLOAT_VEC4
);
640
Texture2DShader texShader(DataTypes() << glu::getSampler2DType(colorFmt), glu::
TYPE_FLOAT_VEC4
);
[
all
...]
es3fFramebufferBlitTests.cpp
75
GradientShader gradShader (glu::
TYPE_FLOAT_VEC4
);
76
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
482
GradientShader gradShader (glu::
TYPE_FLOAT_VEC4
);
483
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
484
FlatColorShader flatShader (glu::
TYPE_FLOAT_VEC4
);
632
GradientShader gradShader (glu::
TYPE_FLOAT_VEC4
);
633
Texture2DShader texShader (DataTypes() << glu::getSampler2DType(colorFormat), glu::
TYPE_FLOAT_VEC4
);
795
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
[
all
...]
es3fFboRenderTest.cpp
537
Texture2DShader texFromFboShader (DataTypes() << fboSamplerType, glu::
TYPE_FLOAT_VEC4
);
620
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
621
FlatColorShader flatShader (glu::
TYPE_FLOAT_VEC4
);
823
Texture2DShader shader(DataTypes() << fboSamplerType, glu::
TYPE_FLOAT_VEC4
);
859
Texture2DShader texShader (DataTypes() << glu::TYPE_SAMPLER_2D, glu::
TYPE_FLOAT_VEC4
);
860
FlatColorShader flatShader (glu::
TYPE_FLOAT_VEC4
);
[
all
...]
es3fTextureSpecificationTests.cpp
269
Texture2DShader shader (DataTypes() << glu::getSampler2DType(m_texFormat), glu::
TYPE_FLOAT_VEC4
);
352
TextureCubeShader shader (glu::getSamplerCubeType(m_texFormat), glu::
TYPE_FLOAT_VEC4
);
453
Texture2DArrayShader shader (glu::getSampler2DArrayType(m_texFormat), glu::
TYPE_FLOAT_VEC4
);
553
Texture3DShader shader (glu::getSampler3DType(m_texFormat), glu::
TYPE_FLOAT_VEC4
);
[
all
...]
/external/deqp/modules/gles31/functional/
es31fFboColorbufferTests.cpp
141
TextureCubeArrayShader arrayTexShader (glu::getSamplerCubeArrayType(texFmt), glu::
TYPE_FLOAT_VEC4
);
es31fFboTestUtil.cpp
59
case glu::
TYPE_FLOAT_VEC4
: return rr::GENERICVECTYPE_FLOAT;
137
decl << sglr::pdec::Uniform("u_outScale0", glu::
TYPE_FLOAT_VEC4
);
138
decl << sglr::pdec::Uniform("u_outBias0", glu::
TYPE_FLOAT_VEC4
);
143
decl << sglr::pdec::Uniform(std::string("u_texScale") + de::toString(ndx), glu::
TYPE_FLOAT_VEC4
);
144
decl << sglr::pdec::Uniform(std::string("u_texBias") + de::toString(ndx), glu::
TYPE_FLOAT_VEC4
);
256
if (m_outputType == glu::
TYPE_FLOAT_VEC4
) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
273
<< sglr::pdec::Uniform("u_scale", glu::
TYPE_FLOAT_VEC4
)
274
<< sglr::pdec::Uniform("u_bias", glu::
TYPE_FLOAT_VEC4
)
405
if (m_outputType == glu::
TYPE_FLOAT_VEC4
) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color);
551
return glu::
TYPE_FLOAT_VEC4
;
[
all
...]
es31fTextureSpecificationTests.cpp
244
TextureCubeArrayShader shader (glu::getSamplerCubeArrayType(m_texFormat), glu::
TYPE_FLOAT_VEC4
);
[
all
...]
/external/deqp/framework/opengl/
gluShaderUtil.hpp
102
TYPE_FLOAT_VEC4
,
194
inline bool isDataTypeFloatOrVec (DataType dataType) { return (dataType >= TYPE_FLOAT) && (dataType <=
TYPE_FLOAT_VEC4
); }
200
inline bool isDataTypeVector (DataType dataType) { return deInRange32(dataType, TYPE_FLOAT_VEC2,
TYPE_FLOAT_VEC4
) || deInRange32(dataType, TYPE_INT_VEC2, TYPE_INT_VEC4) || deInRange32(dataType, TYPE_UINT_VEC2, TYPE_UINT_VEC4) || deInRange32(dataType, TYPE_BOOL_VEC2, TYPE_BOOL_VEC4); }
201
inline bool isDataTypeScalarOrVector (DataType dataType) { return deInRange32(dataType, TYPE_FLOAT,
TYPE_FLOAT_VEC4
) || deInRange32(dataType, TYPE_INT, TYPE_INT_VEC4) || deInRange32(dataType, TYPE_UINT, TYPE_UINT_VEC4) || deInRange32(dataType, TYPE_BOOL, TYPE_BOOL_VEC4); }
233
DE_STATIC_ASSERT(
TYPE_FLOAT_VEC4
== TYPE_FLOAT + 3);
Completed in 192 milliseconds