/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);
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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;
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/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); [all...] |
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);
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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);
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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,
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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); [all...] |
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 [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);
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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...] |
es3fDepthTests.cpp | 67 << sglr::pdec::Uniform("u_color", glu::TYPE_FLOAT_VEC4)
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/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)));
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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; [all...] |
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);
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es31fUniformBlockTests.cpp | 139 glu::TYPE_FLOAT_VEC4,
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/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; [all...] |
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)
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/external/deqp/modules/glshared/ |
glsShaderConstExprTests.cpp | 55 DE_STATIC_ASSERT(glu::TYPE_FLOAT+3 == glu::TYPE_FLOAT_VEC4);
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