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    Searched refs:TYPE_FLOAT_VEC4 (Results 1 - 25 of 54) sorted by null

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  /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);
gluShaderUtil.cpp 413 TYPE_FLOAT_VEC4, // vec4
426 TYPE_FLOAT_VEC4, // ivec4
430 TYPE_FLOAT_VEC4, // uvec4
434 TYPE_FLOAT_VEC4, // bvec4
592 case GL_FLOAT_VEC4: return TYPE_FLOAT_VEC4;
  /external/deqp/modules/gles3/functional/
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);
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es3fFboStencilbufferTests.cpp 70 GradientShader gradShader (glu::TYPE_FLOAT_VEC4);
71 FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
164 GradientShader gradShader (glu::TYPE_FLOAT_VEC4);
165 FlatColorShader flatShader (glu::TYPE_FLOAT_VEC4);
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);
es3fUniformBlockTests.cpp 99 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_HIGH));
132 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_HIGH));
137 block.addUniform(Uniform("v", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_MEDIUM)));
167 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_HIGH), UNUSED_BOTH);
207 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_HIGH), UNUSED_BOTH);
255 blockB.addUniform(Uniform("c", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_HIGH), UNUSED_BOTH));
289 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, PRECISION_HIGH));
340 glu::TYPE_FLOAT_VEC4,
es3fShaderMatrixTests.cpp 267 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC4, tcu::Vec4);
499 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; }
514 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); }
    [all...]
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);
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es3fShaderDerivateTests.cpp 192 case glu::TYPE_FLOAT_VEC4: return tcu::BVec4(true, true, true, true);
492 case glu::TYPE_FLOAT_VEC4:
651 fragmentParams["VALUE"] = m_dataType == glu::TYPE_FLOAT_VEC4 ? "vec4(1.0, 7.2, -1e5, 0.0)" :
655 fragmentParams["CAST_TO_OUTPUT"] = m_dataType == glu::TYPE_FLOAT_VEC4 ? "res" :
715 fragmentParams["OUTPUT_TYPE"] = glu::getDataTypeName(packToInt ? glu::TYPE_UINT_VEC4 : glu::TYPE_FLOAT_VEC4);
723 fragmentParams["CAST_TO_OUTPUT"] = m_dataType == glu::TYPE_FLOAT_VEC4 ? "floatBitsToUint(res)" :
730 fragmentParams["CAST_TO_OUTPUT"] = m_dataType == glu::TYPE_FLOAT_VEC4 ? "res" :
892 fragmentParams["OUTPUT_TYPE"] = glu::getDataTypeName(packToInt ? glu::TYPE_UINT_VEC4 : glu::TYPE_FLOAT_VEC4);
897 fragmentParams["SWIZZLE"] = m_dataType == glu::TYPE_FLOAT_VEC4 ? "" :
904 fragmentParams["CAST_TO_OUTPUT"] = m_dataType == glu::TYPE_FLOAT_VEC4 ? "floatBitsToUint(res)"
    [all...]
es3fShaderIndexingTests.cpp 111 else if (dataType == TYPE_FLOAT_VEC4) return evalArrayCoordsVec4;
127 else if (dataType == TYPE_FLOAT_VEC4) return evalArrayUniformVec4;
205 else if (m_varType == TYPE_FLOAT_VEC4)
596 else if (dataType == TYPE_FLOAT_VEC4) return evalSubscriptVec4;
979 TYPE_FLOAT_VEC4
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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);
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);
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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);
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es3fDepthTests.cpp 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
  /external/deqp/modules/gles31/functional/
es31fShaderSharedVarTests.cpp 400 workGroupSizeGroup->addChild(new SharedBasicVarCase(m_context, "vec4_1_1_1", TYPE_FLOAT_VEC4, PRECISION_HIGHP, tcu::UVec3(1,1,1)));
401 workGroupSizeGroup->addChild(new SharedBasicVarCase(m_context, "vec4_64_1_1", TYPE_FLOAT_VEC4, PRECISION_HIGHP, tcu::UVec3(64,1,1)));
402 workGroupSizeGroup->addChild(new SharedBasicVarCase(m_context, "vec4_1_64_1", TYPE_FLOAT_VEC4, PRECISION_HIGHP, tcu::UVec3(1,64,1)));
403 workGroupSizeGroup->addChild(new SharedBasicVarCase(m_context, "vec4_1_1_64", TYPE_FLOAT_VEC4, PRECISION_HIGHP, tcu::UVec3(1,1,64)));
404 workGroupSizeGroup->addChild(new SharedBasicVarCase(m_context, "vec4_128_1_1", TYPE_FLOAT_VEC4, PRECISION_HIGHP, tcu::UVec3(128,1,1)));
405 workGroupSizeGroup->addChild(new SharedBasicVarCase(m_context, "vec4_1_128_1", TYPE_FLOAT_VEC4, PRECISION_HIGHP, tcu::UVec3(1,128,1)));
406 workGroupSizeGroup->addChild(new SharedBasicVarCase(m_context, "vec4_13_2_4", TYPE_FLOAT_VEC4, PRECISION_HIGHP, tcu::UVec3(13,2,4)));
es31fProgramInterfaceQueryTests.cpp     [all...]
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;
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es31fSSBOLayoutTests.cpp 268 typeCandidates.push_back(glu::TYPE_FLOAT_VEC4);
366 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_HIGHP));
399 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_HIGHP));
404 block.addMember(BufferVar("v", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_MEDIUMP), ACCESS_WRITE));
434 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_HIGHP)); // \todo [pyry] UNUSED
474 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_HIGHP)); // \todo [pyry] UNUSED
557 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_HIGHP));
561 block.addMember(BufferVar("v", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_MEDIUMP), ACCESS_WRITE));
601 typeS.addMember("c", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_HIGHP)); // \todo [pyry] UNUSED
659 blockB.addMember(BufferVar("c", VarType(glu::TYPE_FLOAT_VEC4, glu::PRECISION_HIGHP), 0 /* no access */))
    [all...]
es31fFboColorbufferTests.cpp 141 TextureCubeArrayShader arrayTexShader (glu::getSamplerCubeArrayType(texFmt), glu::TYPE_FLOAT_VEC4);
es31fUniformBlockTests.cpp 139 glu::TYPE_FLOAT_VEC4,
  /external/deqp/modules/gles2/functional/
es2fShaderMatrixTests.cpp 159 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC4, tcu::Vec4);
341 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; }
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); }
664 MAKE_MAT_SCALAR_VEC_CASES(MUL_OP, TYPE_FLOAT_MAT4, TYPE_FLOAT_VEC4);
669 MAKE_MAT_SCALAR_VEC_CASES(MUL_OP, TYPE_FLOAT_VEC4, TYPE_FLOAT_MAT4);
877 case TYPE_FLOAT_VEC4: writeVectorConstructor<4>(op, s_constInVec4[inNdx]); break;
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es2fShaderIndexingTests.cpp 118 else if (dataType == TYPE_FLOAT_VEC4) return evalArrayCoordsVec4;
134 else if (dataType == TYPE_FLOAT_VEC4) return evalArrayUniformVec4;
235 else if (m_varType == TYPE_FLOAT_VEC4)
642 else if (dataType == TYPE_FLOAT_VEC4) return evalSubscriptVec4;
1014 TYPE_FLOAT_VEC4
    [all...]
es2fShaderOperatorTests.cpp 521 bool isResFloatVec = de::inRange<int>(spec.output, TYPE_FLOAT, TYPE_FLOAT_VEC4);
    [all...]
es2fDepthTests.cpp 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
  /external/deqp/modules/glshared/
glsShaderConstExprTests.cpp 55 DE_STATIC_ASSERT(glu::TYPE_FLOAT+3 == glu::TYPE_FLOAT_VEC4);

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