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    Searched refs:triNdx (Results 1 - 12 of 12) sorted by null

  /external/deqp/modules/glshared/
glsTextureTestUtil.cpp 457 int triNdx = xf + yf >= 1.0f ? 1 : 0; // Top left fill rule.
458 float triX = triNdx ? 1.0f-xf : xf;
459 float triY = triNdx ? 1.0f-yf : yf;
461 float s = triangleInterpolate(triS[triNdx].x(), triS[triNdx].y(), triS[triNdx].z(), triX, triY);
462 float lod = triLod[triNdx];
489 int triNdx = xf + yf >= 1.0f ? 1 : 0; // Top left fill rule.
490 float triX = triNdx ? 1.0f-xf : xf;
491 float triY = triNdx ? 1.0f-yf : yf
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glsRasterizationTestUtil.cpp 659 for (int triNdx = (int)scene.triangles.size() - 1; triNdx >= 0; --triNdx)
661 const CoverageType coverage = calculateTriangleCoverage(scene.triangles[triNdx].positions[0],
662 scene.triangles[triNdx].positions[1],
663 scene.triangles[triNdx].positions[2],
672 const InterpolationRange weights = interpolator.interpolate(triNdx, tcu::IVec2(x, y), viewportSize, multisampled, subPixelBits);
674 const tcu::Vec4 fragmentColorMax = de::clamp(weights.max.x(), 0.0f, 1.0f) * scene.triangles[triNdx].colors[0] +
675 de::clamp(weights.max.y(), 0.0f, 1.0f) * scene.triangles[triNdx].colors[1] +
676 de::clamp(weights.max.z(), 0.0f, 1.0f) * scene.triangles[triNdx].colors[2]
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glsLongStressCase.cpp     [all...]
  /external/deqp/modules/gles2/accuracy/
es2aVaryingInterpolationTests.cpp 82 int triNdx = nx + ny >= 1.0f ? 1 : 0;
83 float triNx = triNdx ? 1.0f - nx : nx;
84 float triNy = triNdx ? 1.0f - ny : ny;
86 float r = projectedTriInterpolate(triR[triNdx], triW[triNdx], triNx, triNy) * scale[0] + bias[0];
87 float g = projectedTriInterpolate(triG[triNdx], triW[triNdx], triNx, triNy) * scale[1] + bias[1];
88 float b = projectedTriInterpolate(triB[triNdx], triW[triNdx], triNx, triNy) * scale[2] + bias[2];
  /external/deqp/modules/gles3/accuracy/
es3aVaryingInterpolationTests.cpp 85 int triNdx = nx + ny >= 1.0f ? 1 : 0;
86 float triNx = triNdx ? 1.0f - nx : nx;
87 float triNy = triNdx ? 1.0f - ny : ny;
89 float r = projectedTriInterpolate(triR[triNdx], triW[triNdx], triNx, triNy) * scale[0] + bias[0];
90 float g = projectedTriInterpolate(triG[triNdx], triW[triNdx], triNx, triNy) * scale[1] + bias[1];
91 float b = projectedTriInterpolate(triB[triNdx], triW[triNdx], triNx, triNy) * scale[2] + bias[2];
  /external/deqp/modules/gles2/functional/
es2fShaderInvarianceTests.cpp 212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx)
218 triangles[triNdx*3 + 0] = vertex1;
219 triangles[triNdx*3 + 1] = vertex2;
220 triangles[triNdx*3 + 2] = vertex3;
224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx)
226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd)
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  /external/deqp/modules/gles3/functional/
es3fShaderInvarianceTests.cpp 212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx)
218 triangles[triNdx*3 + 0] = vertex1;
219 triangles[triNdx*3 + 1] = vertex2;
220 triangles[triNdx*3 + 2] = vertex3;
224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx)
226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd)
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es3fShaderBuiltinVarTests.cpp 829 const int triNdx = vtxNdx/3;
830 const int quadNdx = triNdx/2;
837 if (triNdx%2 == 0)
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es3fTransformFeedbackTests.cpp 681 int triNdx = outNdx/3;
683 return (triNdx%2 != 0 && vtxNdx < 2) ? (triNdx+1-vtxNdx) : (triNdx+vtxNdx);
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  /external/deqp/modules/gles31/functional/
es31fMultisampleTests.cpp 490 for (int triNdx = 0; triNdx < numTriangles; triNdx++)
492 const float angle0 = 2.0f*DE_PI * (float)triNdx / (float)numTriangles;
493 const float angle1 = 2.0f*DE_PI * (float)(triNdx + 0.5f) / (float)numTriangles;
494 const Vec4 color = Vec4(0.4f + (float)triNdx/(float)numTriangles*0.6f,
495 0.5f + (float)triNdx/(float)numTriangles*0.3f,
496 0.6f - (float)triNdx/(float)numTriangles*0.5f,
497 0.7f - (float)triNdx/(float)numTriangles*0.7f);
506 const GLbitfield rawMask = (GLbitfield)deUint32Hash(wordNdx * 32 + triNdx);
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es31fTessellationTests.cpp     [all...]
  /external/deqp/modules/egl/
teglRenderTests.cpp 164 for (int triNdx = 0; triNdx < drawOp.count; triNdx++)
171 tcu::Vec4& position = drawOp.positions[triNdx*3 + coordNdx];
172 tcu::Vec4& color = drawOp.colors[triNdx*3 + coordNdx];
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