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Lines Matching refs:precision

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;
348 gl.getShaderPrecisionFormat(shaderTypeGL, intPrecisionGL, &range[0], &precision);
647 , precision (PRECISION_LAST)
657 Precision precision;
694 const char* precision = m_spec.precision != PRECISION_LAST ? getPrecisionName(m_spec.precision) : DE_NULL;
704 // Compute precision for inputs.
711 Precision prec = isBoolVal ? PRECISION_MEDIUMP
713 : m_spec.precision;
761 if (precision && !isBool) op << precision << " ";
792 if (precision && !isBoolOut) op << precision << " ";
1458 // The following cases will be added for each operator, precision and fundamental type (float, int, uint) combination, where applicable:
1910 for (int precision = 0; precision < PRECISION_LAST; precision++)
1912 if ((funcInfo.precisionMask & (1<<precision)) ||
1913 (funcInfo.precisionMask == PRECMASK_NA && precision == PRECISION_MEDIUMP)) // use mediump interpolators for booleans
1915 const char* precisionStr = getPrecisionName((Precision)precision);
1935 shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision;
2077 for (int precision = 0; precision < (int)PRECISION_LAST; precision++)
2079 if (isBoolCase && precision != PRECISION_MEDIUMP) // Use mediump interpolators for booleans.
2082 const char* precisionStr = getPrecisionName((Precision)precision);
2095 shaderSpec.precision = isBoolCase ? PRECISION_LAST : (Precision)precision;
2148 for (int precision = 0; precision < (int)PRECISION_LAST; precision++)
2157 string name = string("") + getPrecisionName((Precision)precision) + "_" + s_sequenceCases[caseNdx].caseName + "_" + shaderTypeName;
2160 shaderSpec.precision = (Precision)precision;