/external/deqp/framework/opengl/simplereference/ |
sglrContextUtil.hpp | 34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 36 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 37 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
|
sglrContextUtil.cpp | 31 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) 44 void drawQuadWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1) 114 void drawQuadWithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1)
|
/cts/apps/CtsVerifier/include/colorchecker/ |
vec3.h | 25 class Vec3{ 27 Vec3(T inputRed, T inputGreen, T inputBlue) { 33 Vec3() {} 36 inline Vec3<T> operator+ (const Vec3<U> ¶m) const { 37 Vec3<T> temp(mRed + param.r(), mGreen + param.g(), mBlue + param.b()); 41 inline Vec3<T> operator- (const Vec3<T> ¶m) const { 42 Vec3<T> temp(mRed - param.r(), mGreen - param.g(), mBlue - param.b()); 46 inline Vec3<T> operator* (const int param) const [all...] |
/development/ndk/sources/android/ndk_helper/ |
tapCamera.h | 55 Vec3 vec_offset_; 56 Vec3 vec_offset_now_; 67 Vec3 vec_offset_last_; 68 Vec3 vec_offset_delta_; 77 Vec3 vec_pinch_transform_factor_; 79 Vec3 PointOnSphere( Vec2& point ); 105 vec_pinch_transform_factor_ = Vec3( x, y, z );
|
tapCamera.cpp | 56 vec_pinch_transform_factor_ = Vec3( 1.f, 1.f, 1.f ); 72 vec_offset_ = Vec3(); 73 vec_offset_now_ = Vec3(); 81 vec_offset_delta_ = Vec3(); 129 Vec3 vec = vec_offset_ + vec_offset_now_; 130 Vec3 vec_tmp( TRANSFORM_FACTOR, -TRANSFORM_FACTOR, TRANSFORM_FACTORZ ); 225 vec_offset_delta_ = Vec3(); 235 vec_offset_now_ = Vec3(); 265 vec_offset_now_ = Vec3( vec, flip_z_ * f ); 288 Vec3 vec_from = PointOnSphere( vec_ball_down_ ) [all...] |
vecmath.h | 35 class Vec3; 50 friend class Vec3; 249 class Vec3 259 Vec3() 264 Vec3( const float fX, const float fY, const float fZ ) 271 Vec3( const Vec3& vec ) 278 Vec3( const float* pVec ) 285 Vec3( const Vec2& vec, float f ) 292 Vec3( const Vec4& vec ) [all...] |
/external/deqp/modules/gles2/accuracy/ |
es2aVaryingInterpolationTests.cpp | 44 using tcu::Vec3; 58 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny) 63 static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias) 68 Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) }; 69 Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) } [all...] |
/external/deqp/modules/gles3/accuracy/ |
es3aVaryingInterpolationTests.cpp | 47 using tcu::Vec3; 61 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny) 66 static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias) 71 Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) }; 72 Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) } [all...] |
/external/deqp/modules/glshared/ |
glsLongStressTestUtil.cpp | 31 using tcu::Vec3; 92 "${VTX_IN} highp vec3 a_position;\n" 128 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f))); 140 "${VTX_IN} highp vec3 a_position;\n" 163 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-positionFactor), Vec3(positionFactor))); 182 "${VTX_IN} highp vec3 a_position;\n" 232 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f))) [all...] |
/external/deqp/framework/common/ |
tcuTexCompareVerifier.hpp | 56 bool isTexCompareResultValid (const TextureCubeView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBounds, const float cmpReference, const float result); 57 bool isTexCompareResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBounds, const float cmpReference, const float result); 60 bool isGatherOffsetsCompareResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const IVec2 (&offsets)[4], float cmpReference, const Vec4& result); 62 bool isGatherCompareResultValid (const TextureCubeView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, float cmpReference, const Vec4& result);
|
tcuTexLookupVerifier.hpp | 104 Vec2 computeCubeLodBoundsFromDerivates (const Vec3& coord, const Vec3& coordDx, const Vec3& coordDy, const int faceSize, const LodPrecision& prec); 110 bool isLookupResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result); 112 bool isLookupResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result); 113 bool isLookupResultValid (const Texture3DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result); 124 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec3& coord, const Vec4& result); 125 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const IVec4& result); 126 bool isLevel3DLookupResultValid (const ConstPixelBufferAccess& access, const Sampler& sampler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const UVec4& result); 134 bool isGatherOffsetsResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int componentNdx, const IVec2 (&offsets)[4], const Vec4& result) [all...] |
tcuVectorType.hpp | 39 typedef Vector<float, 3> Vec3;
|
/external/deqp/modules/gles2/functional/ |
es2fDepthTests.cpp | 202 using tcu::Vec3; 220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); 236 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)) [all...] |
es2fShaderAlgorithmTests.cpp | 84 vtx << "varying mediump vec3 v_color;\n"; 85 frag << "varying mediump vec3 v_color;\n"; 110 op << " ${PRECISION} vec3 res = vec3(0.0);\n"; 166 << "res = vec3(L); // default to gray" 177 << " if (sextant == 0) res = vec3(v, mid1, m);" 178 << " else if (sextant == 1) res = vec3(mid2, v, m);" 179 << " else if (sextant == 2) res = vec3(m, v, mid1);" 180 << " else if (sextant == 3) res = vec3(m, mid2, v);" 181 << " else if (sextant == 4) res = vec3(mid1, m, v); [all...] |
es2fFboRenderTest.cpp | 49 using tcu::Vec3; 710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 788 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); 791 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 1.0f), Vec3(1.0f, 1.0f, -1.0f)); 803 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 882 sglr::drawQuad(context, singleTexShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)) [all...] |
/external/deqp/modules/gles3/functional/ |
es3fDepthTests.cpp | 205 using tcu::Vec3; 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); 234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); 239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)) [all...] |
es3fFboStencilbufferTests.cpp | 41 using tcu::Vec3; 112 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); 115 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +1.0f)); 124 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.0f)); 130 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); 209 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)) [all...] |
es3fShaderTextureFunctionTests.cpp | 57 FUNCTION_TEXTUREPROJ3, //!< textureProj(sampler2D, vec3) 60 FUNCTION_TEXTUREPROJLOD3, //!< textureProjLod(sampler2D, vec3) 63 FUNCTION_TEXTUREPROJGRAD3, //!< textureProjGrad(sampler2D, vec3) 115 tcu::Vec3 minDX; 116 tcu::Vec3 maxDX; 117 tcu::Vec3 minDY; 118 tcu::Vec3 maxDY; 145 const tcu::Vec3& minDX_, 146 const tcu::Vec3& maxDX_, 147 const tcu::Vec3& minDY_ [all...] |
es3fFboDepthbufferTests.cpp | 41 using tcu::Vec3; 107 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); 128 sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 204 sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); 210 sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); 215 sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)) [all...] |
es3fFboMultisampleTests.cpp | 46 using tcu::Vec3; 137 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); 163 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(x0, y0, z0), Vec3(x1, y1, z1)); 194 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, d), Vec3(1.0f, 1.0f, d)); 218 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
|
es3fFboInvalidateTests.cpp | 46 using tcu::Vec3; 160 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); 171 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 194 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); 247 sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); 257 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)) [all...] |
/external/deqp/framework/referencerenderer/ |
rrFragmentOperations.cpp | 29 using tcu::Vec3; 318 m_sampleRegister[regSampleNdx].FACTOR_NAME = clamp((FACTOR_EXPRESSION), Vec3(0.0f), Vec3(1.0f)); \ 325 case BLENDFUNC_ZERO: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(0.0f)) break; \ 326 case BLENDFUNC_ONE: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f)) break; \ 328 case BLENDFUNC_ONE_MINUS_SRC_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - src.swizzle(0,1,2)) break; \ 330 case BLENDFUNC_ONE_MINUS_DST_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - dst.swizzle(0,1,2)) break; \ 331 case BLENDFUNC_SRC_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(src.w())) break; \ 332 case BLENDFUNC_ONE_MINUS_SRC_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f - src.w())) break; \ 333 case BLENDFUNC_DST_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(dst.w())) break; [all...] |
/external/ceres-solver/examples/ |
libmv_homography.cc | 73 typedef Eigen::Vector3d Vec3; 115 typedef Eigen::Matrix<T, 3, 1> Vec3; 116 Vec3 x(x1(0), x1(1), T(1.0)); 117 Vec3 y(x2(0), x2(1), T(1.0)); 119 Vec3 H_x = H * x; 120 Vec3 Hinv_y = H.inverse() * y; 391 Vec3 homogenous_x1 = Vec3(x1(0, i), x1(1, i), 1.0); 392 Vec3 homogenous_x2 = homography_matrix * homogenous_x1;
|
/external/deqp/modules/gles2/performance/ |
es2pTextureFilteringTests.cpp | 77 tcu::Mat3 minTransform = tcu::translationMatrix(tcu::Vec2(-0.3f, -0.6f)) * tcu::Mat3(tcu::Vec3(1.7f, 2.3f, 1.0f)); 78 tcu::Mat3 magTransform = tcu::translationMatrix(tcu::Vec2( 0.3f, 0.4f)) * tcu::Mat3(tcu::Vec3(0.3f, 0.2f, 1.0f));
|
/external/deqp/modules/gles3/performance/ |
es3pTextureFilteringTests.cpp | 78 tcu::Mat3 minTransform = tcu::translationMatrix(tcu::Vec2(-0.3f, -0.6f)) * tcu::Mat3(tcu::Vec3(1.7f, 2.3f, 1.0f)); 79 tcu::Mat3 magTransform = tcu::translationMatrix(tcu::Vec2( 0.3f, 0.4f)) * tcu::Mat3(tcu::Vec3(0.3f, 0.2f, 1.0f));
|