Lines Matching full:vec4
43 using tcu::Vec4;
133 return ProgramData(glu::ProgramSources() << glu::VertexSource( "attribute " + vtxPrec + " vec4 a_position;\n"
134 "attribute " + vtxPrec + " vec4 a_value;\n"
135 "varying " + fragPrec + " vec4 v_value;\n"
140 " " + vtxPrec + " vec4 value = a_value;\n"
145 << glu::FragmentSource( "varying " + fragPrec + " vec4 v_value;\n"
149 " " + fragPrec + " vec4 value = v_value;\n"
154 Vec4(1.0f, 0.0f, 0.0f, 0.0f),
155 Vec4(0.0f, 1.0f, 0.0f, 0.0f),
156 Vec4(0.0f, 0.0f, 1.0f, 0.0f),
157 Vec4(0.0f, 0.0f, 0.0f, 1.0f)));
324 return defaultProgramData(m_caseShaderType, "\t" + getShaderPrecision(m_caseShaderType) + " vec4 valueOrig = value;\n" + repetition);
367 const string statements = optimized ? " " + precision + " vec4 valueOrig = value;\n"
368 " " + precision + " vec4 y = sin(cos(sin(valueOrig)));\n"
376 : " " + precision + " vec4 valueOrig = value;\n"
380 " " + precision + " vec4 y = sin(cos(sin(valueOrig)));\n"
405 const string expression = "value*vec4(0.8, 0.7, 0.6, 0.9)";
417 string result = precision + " vec4 func0 (" + precision + " vec4 value) { return " + expression + "; }\n";
420 result += precision + " vec4 func" + toString(i) + " (" + precision + " vec4 v) { return func" + toString(i-1) + "(v); }\n";
468 return optimized ? " value = vec4
470 : " " + constMaybe + precision + " vec4 a = vec4(sin(0.7), cos(0.2), sin(0.9), abs(-0.5));\n"
471 " " + constMaybe + precision + " vec4 b = cos(a) + fract(3.0*a.xzzw);\n"
473 " " + constMaybe + precision + " vec4 d = exp(b + vec4(c));\n"
474 " " + constMaybe + precision + " vec4 e0 = inversesqrt(mix(d+a, d+b, a));\n"
475 + repeatIndexedTemplate(" " + constMaybe + precision + " vec4 e${NDX} = sin(sin(sin(sin(e${PREV_NDX}))));\n", numSinRows, "", 1) +
476 " " + constMaybe + precision + " vec4 f = abs(e" + toString(numSinRows) + ");\n" +
484 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
487 " " + precision + " vec4 arr[arrLen];\n"
488 " arr[0] = vec4(0.1, 0.5, 0.9, 1.3);\n"
489 " arr[1] = vec4(0.2, 0.6, 1.0, 1.4);\n"
490 " arr[2] = vec4(0.3, 0.7, 1.1, 1.5);\n"
491 " arr[3] = vec4(0.4, 0.8, 1.2, 1.6);\n"
492 " " + precision + " vec4 a = (arr[0] + arr[1] + arr[2] + arr[3]) * 0.25;\n"
493 " " + precision + " vec4 b0 = cos(sin(a));\n"
494 + repeatIndexedTemplate(" " + precision + " vec4 b${NDX} = sin(sin(sin(sin(b${PREV_NDX}))));\n", numSinRows, "", 1) +
495 " " + precision + " vec4 c = abs(b" + toString(numSinRows) + ");\n" +
504 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
508 " " + precision + " vec4 a;\n"
509 " " + precision + " vec4 b;\n"
510 " " + precision + " vec4 c;\n"
511 " " + precision + " vec4 d;\n"
515 " S(vec4(0.1, 0.5, 0.9, 1.3),\n"
516 " vec4(0.2, 0.6, 1.0, 1.4),\n"
517 " vec4(0.3, 0.7, 1.1, 1.5),\n"
518 " vec4(0.4, 0.8, 1.2, 1.6));\n"
519 " " + constMaybe + precision + " vec4 a = (s.a + s.b + s.c + s.d) * 0.25;\n"
520 " " + constMaybe + precision + " vec4 b0 = cos(sin(a));\n"
521 + repeatIndexedTemplate(" " + constMaybe + precision + " vec4 b${NDX} = sin(sin(sin(sin(b${PREV_NDX}))));\n", numSinRows, "", 1) +
522 " " + constMaybe + precision + " vec4 c = abs(b" + toString(numSinRows) + ");\n" +
567 return optimized ? " " + precision + " vec4 s = sin(value);\n"
568 " " + precision + " vec4 cs = cos(s);\n"
569 " " + precision + " vec4 d = fract(s + cs) + sqrt(s + exp(cs));\n"
580 return optimized ? " " + precision + " vec4 a = sin(value) + cos(exp(value));\n"
581 " " + precision + " vec4 b = cos(cos(a));\n"
586 : repeatIndexedTemplate( " " + precision + " vec4 a${NDX} = sin(value) + cos(exp(value));\n"
587 " " + precision + " vec4 b${NDX} = cos(cos(a${NDX}));\n"
602 return " " + precision + " vec4 a = sin(value) + cos(exp(value));\n"
603 " " + precision + " vec4 b = cos(a);\n"
615 result += " " + precision + " vec4 a" + toString(i) + " = sin(value) + cos(exp(value));\n"
616 " " + precision + " vec4 b" + toString(i) + " = cos(a" + toString(i) + ");\n";
643 return optimized ? " " + precision + " vec4 acc = value;\n"
650 : " " + precision + " vec4 acc0 = value;\n"
654 " " + precision + " vec4 acc1 = value;\n"
717 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
719 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
733 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
735 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
736 " " + constMaybe + precision + " vec4 a = vec4(sin(0.7), cos(0.2), sin(0.9), abs(-0.5));\n"
737 " " + constMaybe + precision + " vec4 b = cos(a) + fract(3.0*a.xzzw);\n"
739 " " + constMaybe + precision + " vec4 d = exp(b + vec4(c));\n"
740 " " + constMaybe + precision + " vec4 e = 1.8*abs(sin(sin(inversesqrt(mix(d+a, d+b, a)))));\n"
758 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
760 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
773 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
776 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
777 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value))) + used;\n"
786 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
789 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
790 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
800 return optimized ? precision + " vec4 func (" + precision + " vec4 v)\n"
802 " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * v;\n"
806 : precision + " vec4 func (" + precision + " vec4 v)\n"
808 " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * v;\n"
809 " " + precision + " vec4 unused = cos(exp(sin(v))*log(sqrt(v)));\n"
826 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
829 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
830 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
841 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
844 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
845 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"