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Lines Matching full:vec4

50 using tcu::Vec4;
69 static tcu::Vector<T, 4> castVectorSaturate (const tcu::Vec4& in)
90 src << "uniform " << precision << " vec4 u_texScale" << samplerNdx << ";\n";
91 src << "uniform " << precision << " vec4 u_texBias" << samplerNdx << ";\n";
95 src << "uniform " << precision << " vec4 u_outScale0;\n"
96 << "uniform " << precision << " vec4 u_outBias0;\n";
101 << " " << precision << " vec4 out0 = vec4(0.0);\n";
105 src << "\tout0 += vec4("
127 "in highp vec4 a_position;\n"
150 Texture2DShader::Texture2DShader (const DataTypes& samplerTypes, glu::DataType outputType, const Vec4& outScale, const Vec4& outBias)
162 m_inputs[ndx].scale = Vec4(1.0f);
163 m_inputs[ndx].bias = Vec4(0.0f);
172 void Texture2DShader::setTexScaleBias (int inputNdx, const Vec4& scale, const Vec4& bias)
178 void Texture2DShader::setOutScaleBias (const Vec4& scale, const Vec4& bias)
216 const tcu::Vec4 outScale (m_uniforms[0].value.f4);
217 const tcu::Vec4 outBias (m_uniforms[1].value.f4);
220 tcu::Vec4 colors[4];
227 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx);
233 colors[fragNdx] = tcu::Vec4(0.0f);
239 const tcu::Vec4 scale (m_uniforms[2 + ndx*3 + 1].value.f4);
240 const tcu::Vec4 bias (m_uniforms[2 + ndx*3 + 2].value.f4);
241 tcu::Vec4 tmpColors[4];
252 const tcu::Vec4 color = colors[fragNdx] * outScale + outBias;
279 "in highp vec4 a_position;\n"
293 "uniform highp vec4 u_scale;\n"
294 "uniform highp vec4 u_bias;\n"
300 " o_color = " + glu::getDataTypeName(outputType) + "(vec4(texture(u_sampler0, vec4(v_coord, u_layer))) * u_scale + u_bias);\n"
347 void TextureCubeArrayShader::setTexScaleBias (const Vec4& scale, const Vec4& bias)
375 packet.outputs[0] = tcu::Vec4(v_coord.x(), v_coord.y(), v_coord.z(), 0.0f);
381 const tcu::Vec4 texScale (m_uniforms[2].value.f4);
382 const tcu::Vec4 texBias (m_uniforms[3].value.f4);
384 tcu::Vec4 texCoords[4];
385 tcu::Vec4 colors[4];
393 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx);
394 texCoords[fragNdx] = tcu::Vec4(coord.x(), coord.y(), coord.z(), (float)m_layer);
401 const tcu::Vec4 color = colors[fragNdx] * texScale + texBias;
414 void clearColorBuffer (sglr::Context& ctx, const tcu::TextureFormat& format, const tcu::Vec4& value)
439 void readPixels (sglr::Context& ctx, tcu::Surface& dst, int x, int y, int width, int height, const tcu::TextureFormat& format, const tcu::Vec4& scale, const tcu::Vec4& bias)