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    Searched refs:Precision (Results 51 - 75 of 84) sorted by null

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  /external/deqp/framework/opengl/
gluVarType.cpp 41 VarType::VarType (DataType basicType, Precision precision)
45 m_data.basic.precision = precision;
120 m_data.basic.precision == other.m_data.basic.precision;
gluVarTypeUtil.hpp 397 Precision precision = curType->getPrecision(); local
412 return VarType(basicType, precision);
  /external/mesa3d/src/mesa/drivers/dri/i965/
brw_context.c 266 ctx->Const.FragmentProgram.LowInt.Precision = 0;
  /external/deqp/modules/gles2/functional/
es2fShaderLoopTests.cpp 275 static ShaderLoopCase* createGenericLoopCase (Context& context, const char* caseName, const char* description, bool isVertexCase, LoopType loopType, LoopCountType loopCountType, Precision loopCountPrecision, DataType loopCountDataType)
332 vtx << " ${PRECISION} vec4 coords = a_coords;\n";
334 frag << " ${PRECISION} vec4 coords = v_coords;\n";
355 op << " ${PRECISION} vec4 res = coords;\n";
455 params.insert(pair<string, string>("PRECISION", "mediump"));
525 op << "\n${PRECISION} vec4 func (in ${PRECISION} vec4 coords) { return coords.yzwx; }\n";
527 op << "\nvoid func (inout ${PRECISION} vec4 coords) { coords = coords.yzwx; }\n";
547 vtx << " ${PRECISION} vec4 coords = a_coords;\n";
549 frag << " ${PRECISION} vec4 coords = v_coords;\n"
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es2fShaderOperatorTests.cpp 191 PRECMASK_NA = 0, //!< Precision not applicable (booleans)
392 , precision (PRECISION_LAST)
400 Precision precision; member in struct:deqp::gles2::Functional::ShaderDataSpec
425 const char* precision = spec.precision != PRECISION_LAST ? getPrecisionName(spec.precision) : DE_NULL; local
432 // Compute precision for inputs.
438 Precision prec = isBoolVal || (isIntVal && spec.precision == PRECISION_LOWP) ? PRECISION_MEDIUMP : spec.precision
482 if (precision && !isBool) op << precision << " "; local
513 if (precision && !isBoolOut) op << precision << " "; local
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es2fUniformApiTests.cpp 226 const glu::Precision precision = glu::isDataTypeBoolOrBVec(basicType) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
227 return isArray ? glu::VarType(glu::VarType(basicType, precision), rnd.getInt(1, 5)) : glu::VarType(basicType, precision);
332 const glu::Precision prec = glu::isDataTypeBoolOrBVec(type) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
340 const glu::Precision prec = glu::isDataTypeBoolOrBVec(type) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
348 const glu::Precision prec0 = glu::isDataTypeBoolOrBVec(type0) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
349 const glu::Precision prec1 = glu::isDataTypeBoolOrBVec(type1) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
376 const glu::Precision prec0 = glu::isDataTypeBoolOrBVec(type0) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
377 const glu::Precision prec1 = glu::isDataTypeBoolOrBVec(type1) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP
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es2fShaderTextureFunctionTests.cpp 430 glu::Precision coordPrec = glu::PRECISION_MEDIUMP;
  /external/deqp/modules/gles31/functional/
es31fProgramUniformTests.cpp 378 const glu::Precision prec = glu::isDataTypeBoolOrBVec(type) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
386 const glu::Precision prec = glu::isDataTypeBoolOrBVec(type) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
394 const glu::Precision prec0 = glu::isDataTypeBoolOrBVec(type0) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
395 const glu::Precision prec1 = glu::isDataTypeBoolOrBVec(type1) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
422 const glu::Precision prec0 = glu::isDataTypeBoolOrBVec(type0) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
423 const glu::Precision prec1 = glu::isDataTypeBoolOrBVec(type1) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
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  /external/chromium_org/third_party/skia/src/gpu/gl/
GrGLShaderBuilder.cpp 28 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision;
458 // If it is visible in both the VS and FS, the precision must match.
459 // We declare a default FS precision, but not a default VS. So set the var
460 // to use the default FS precision.
558 inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
561 // Desktop GLSL has added precision qualifiers but they don't do anything.
565 str->append("precision highp float;\n");
568 str->append("precision mediump float;\n");
571 str->append("precision lowp float;\n");
574 SkFAIL("Default precision now allowed.")
    [all...]
  /external/skia/src/gpu/gl/
GrGLShaderBuilder.cpp 28 static const GrGLShaderVar::Precision kDefaultFragmentPrecision = GrGLShaderVar::kMedium_Precision;
458 // If it is visible in both the VS and FS, the precision must match.
459 // We declare a default FS precision, but not a default VS. So set the var
460 // to use the default FS precision.
558 inline void append_default_precision_qualifier(GrGLShaderVar::Precision p,
561 // Desktop GLSL has added precision qualifiers but they don't do anything.
565 str->append("precision highp float;\n");
568 str->append("precision mediump float;\n");
571 str->append("precision lowp float;\n");
574 SkFAIL("Default precision now allowed.")
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  /external/deqp/modules/gles3/functional/
es3fShaderMatrixTests.cpp 217 ShaderInput (InputType inputType_, DataType dataType_, Precision precision_)
220 , precision (precision_)
226 Precision precision; member in struct:deqp::gles3::Functional::MatrixCaseUtils::ShaderInput
1892 Precision precision = precisions[precNdx]; local
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es3fUniformApiTests.cpp 286 const glu::Precision precision = glu::isDataTypeBoolOrBVec(basicType) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
287 return isArray ? glu::VarType(glu::VarType(basicType, precision), rnd.getInt(1, 5)) : glu::VarType(basicType, precision);
398 const glu::Precision prec = glu::isDataTypeBoolOrBVec(type) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
406 const glu::Precision prec = glu::isDataTypeBoolOrBVec(type) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
414 const glu::Precision prec0 = glu::isDataTypeBoolOrBVec(type0) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
415 const glu::Precision prec1 = glu::isDataTypeBoolOrBVec(type1) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
442 const glu::Precision prec0 = glu::isDataTypeBoolOrBVec(type0) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP;
443 const glu::Precision prec1 = glu::isDataTypeBoolOrBVec(type1) ? glu::PRECISION_LAST : glu::PRECISION_MEDIUMP
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es3fShaderOperatorTests.cpp 251 PRECMASK_NA = 0, //!< Precision not applicable (booleans)
321 static inline float getGLSLUintMaxAsFloat (const glw::Functions& gl, ShaderType shaderType, Precision uintPrecision)
346 glw::GLint precision = -1; local
348 gl.getShaderPrecisionFormat(shaderTypeGL, intPrecisionGL, &range[0], &precision);
647 , precision (PRECISION_LAST)
657 Precision precision; member in struct:deqp::gles3::Functional::ShaderDataSpec
694 const char* precision = m_spec.precision != PRECISION_LAST ? getPrecisionName(m_spec.precision) : DE_NULL local
761 if (precision && !isBool) op << precision << " "; local
792 if (precision && !isBoolOut) op << precision << " "; local
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  /external/pdfium/core/src/fxcodec/lcms2/lcms2-2.6/src/
cmstypes.c     [all...]
cmsgamma.c 250 // This 16-bit table contains a limited precision representation of the whole curve and is kept for
618 // Create an empty gamma curve, by using tables. This specifies only the limited-precision part, and leaves the
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  /external/chromium_org/third_party/mesa/src/src/mesa/main/
context.c 525 /* Set GLSL datatype range/precision info assuming IEEE float values.
530 prog->MediumFloat.Precision = 23;
534 * denominator. The OpenGL ES spec implies (page 132) that the precision
536 * single-precision floating point values can only store integers in the
537 * range [-0x01000000, 0x01000000] without loss of precision.
541 prog->MediumInt.Precision = 0;
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shaderapi.c     [all...]
mtypes.h     [all...]
  /external/mesa3d/src/mesa/main/
context.c 525 /* Set GLSL datatype range/precision info assuming IEEE float values.
530 prog->MediumFloat.Precision = 23;
534 * denominator. The OpenGL ES spec implies (page 132) that the precision
536 * single-precision floating point values can only store integers in the
537 * range [-0x01000000, 0x01000000] without loss of precision.
541 prog->MediumInt.Precision = 0;
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shaderapi.c     [all...]
  /external/chromium_org/third_party/mesa/src/src/mesa/program/
program_parse.y     [all...]
  /external/mesa3d/src/mesa/program/
program_parse.y     [all...]
  /external/chromium_org/third_party/mesa/src/chromium_gensrc/mesa/program/
program_parse.tab.c     [all...]
  /external/oprofile/events/x86-64/family10/
unit_masks 243 0x01 Single Precision add/subtract ops
244 0x02 Single precision multiply ops
245 0x04 Single precision divide/square root ops
246 0x08 Double precision add/subtract ops
247 0x10 Double precision multiply ops
248 0x20 Double precision divide/square root ops
  /external/eigen/unsupported/test/mpreal/
mpreal.h 2 Multi-precision floating point number class for C++.
145 // Get default rounding mode & precision
490 inline void set_prec(mp_prec_t prec, mp_rnd_t rnd_mode = get_default_rnd()); // Change precision with rounding mode
493 inline mpreal& setPrecision(int Precision, mp_rnd_t RoundingMode = get_default_rnd());
535 // mpfr::mpreal=<DebugView>, <mp[0]._mpfr_prec,u>bits ; Show value & precision
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