/frameworks/base/tests/RenderScriptTests/SceneGraph/res/raw/ |
diffuse.glsl | 15 lowp vec4 col = texture2D(UNI_diffuse, t0).rgba;
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/external/chromium_org/third_party/mesa/src/src/glsl/builtins/ir/ |
noise2.ir | 3 (parameters (declare (in) vec4 p)) 10 (assign (x) (var_ref b) (expression float noise (expression vec4 + (var_ref p) (constant vec4 (601.0 313.0 29.0 277.0)))))
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/external/deqp/data/gles31/shaders/ |
uniform_location.test | 51 in highp vec4 dEQP_Position; 64 layout(location = 0) out mediump vec4 dEQP_FragColor; 68 dEQP_FragColor = vec4(1); 123 in highp vec4 dEQP_Position; 136 layout(location = 0) out mediump vec4 dEQP_FragColor; 140 dEQP_FragColor = vec4(1); 156 vec4 a; 184 vec4 a; 212 vec4 a; 221 in highp vec4 dEQP_Position [all...] |
linkage_shader_storage_block.test | 36 ${FRAG_COLOR} = vec4(vtx_val + variable1 + variable2); 76 ${FRAG_COLOR} = vec4(vtx_val + variable1 + variable2); 114 ${FRAG_COLOR} = vec4(vtx_val + variable); 152 ${FRAG_COLOR} = vec4(vtx_val + variable2); 190 ${FRAG_COLOR} = vec4(vtx_val + variable[0]); 228 ${FRAG_COLOR} = vec4(vtx_val + variable[0]); 266 ${FRAG_COLOR} = vec4(vtx_val + variable); 304 ${FRAG_COLOR} = vec4(vtx_val + instanceName[0].variable + instanceName[1].variable); 337 ${FRAG_COLOR} = vec4(vtx_val); 373 ${FRAG_COLOR} = vec4(vtx_val) [all...] |
/external/mesa3d/src/glsl/builtins/ir/ |
noise2.ir | 3 (parameters (declare (in) vec4 p)) 10 (assign (x) (var_ref b) (expression float noise (expression vec4 + (var_ref p) (constant vec4 (601.0 313.0 29.0 277.0)))))
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/external/deqp/modules/gles3/performance/ |
es3pShaderControlStatementTests.cpp | 43 using tcu::Vec4; 195 vtx << "in highp vec4 a_position;\n"; // Position attribute. 196 vtx << "in mediump vec4 a_value0;\n"; // Input for workload calculations of "true" branch. 197 vtx << "in mediump vec4 a_value1;\n"; // Input for workload calculations of "false" branch. 200 frag << "layout(location = 0) out mediump vec4 o_color;\n"; 211 vtx << "out mediump vec4 v_color;\n"; 212 frag << "in mediump vec4 v_color;\n"; 216 vtx << "out mediump vec4 v_value0;\n"; 217 vtx << "out mediump vec4 v_value1;\n"; 218 frag << "in mediump vec4 v_value0;\n" [all...] |
/external/deqp/modules/glshared/ |
glsFragmentOpUtil.cpp | 49 "attribute highp vec4 a_position;\n" 50 "attribute mediump vec4 a_color;\n" 51 "varying mediump vec4 v_color;\n" 58 "varying mediump vec4 v_color;\n" 67 "in highp vec4 a_position;\n" 68 "in mediump vec4 a_color;\n" 69 "out mediump vec4 v_color;\n" 77 "in mediump vec4 v_color;\n" 78 "layout(location = 0) out mediump vec4 o_color;\n" 87 "in vec4 a_position;\n [all...] |
glsShaderRenderCase.cpp | 65 static const tcu::Vec4 DEFAULT_CLEAR_COLOR = tcu::Vec4(0.125f, 0.25f, 0.5f, 1.0f); 67 inline RGBA toRGBA (const Vec4& a) 75 inline tcu::Vec4 toVec (const RGBA& c) 77 return tcu::Vec4(c.getRed() / 255.0f, 153 QuadGrid (int gridSize, int screenWidth, int screenHeight, const Vec4& constCoords, const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures); 159 const Vec4& getConstCoords (void) const { return m_constCoords; } 163 const Vec4* getPositions (void) const { return &m_positions[0]; } 165 const Vec4* getCoords (void) const { return &m_coords[0]; } 166 const Vec4* getUnitCoords (void) const { return &m_unitCoords[0]; [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderDerivateTests.cpp | 200 static inline tcu::Vec4 readDerivate (const tcu::ConstPixelBufferAccess& surface, const tcu::Vec4& derivScale, const tcu::Vec4& derivBias, int x, int y) 205 static inline tcu::UVec4 getCompExpBits (const tcu::Vec4& v) 326 static inline tcu::Vec4 getDerivateThreshold (const glu::Precision precision, const tcu::Vec4& valueMin, const tcu::Vec4& valueMax, const tcu::Vec4& expectedDerivate) 334 return tcu::Vec4(computeFloatingPointError(expectedDerivate[0], numAccurateBits[0]), 345 const tcu::Vec4& v [all...] |
/external/deqp/modules/gles31/functional/ |
es31fGeometryShaderTests.cpp | 69 "in highp vec4 a_position;\n" 70 "in highp vec4 a_color;\n" 71 "out highp vec4 v_geom_FragColor;\n" 79 "layout(location = 0) out mediump vec4 fragColor;\n" 80 "in mediump vec4 v_frag_FragColor;\n" 85 static const char* const s_expandShaderSourceGeometryBody = "in highp vec4 v_geom_FragColor[];\n" 86 "out highp vec4 v_frag_FragColor;\n" 90 " const highp vec4 offset0 = vec4(-0.07, -0.01, 0.0, 0.0);\n" 91 " const highp vec4 offset1 = vec4( 0.03, -0.03, 0.0, 0.0);\n [all...] |
es31fFboTestUtil.cpp | 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 [all...] |
es31fVertexAttributeBindingTests.cpp | 48 "in mediump vec4 v_color;\n" 49 "layout(location = 0) out mediump vec4 fragColor;\n" 56 "in highp vec4 a_position;\n" 57 "in highp vec4 a_color;\n" 58 "out highp vec4 v_color;\n" 66 "in highp vec4 a_position;\n" 67 "in highp vec4 a_offset;\n" 68 "in highp vec4 a_color;\n" 69 "out highp vec4 v_color;\n" 452 const tcu::Vec4 colorA (0.0f, 1.0f, 0.0f, 1.0f) [all...] |
/external/deqp/modules/gles2/functional/ |
es2fDefaultVertexAttributeTests.cpp | 53 static const char* const s_passThroughFragmentShaderSource = "varying mediump vec4 v_color;\n" 82 virtual tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const = 0; 99 tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const \ 133 tcu::Vec4 load (glu::CallLogWrapper& gl, int index, const tcu::Vec4& v) const \ 178 bool renderWithValue (const tcu::Vec4& v); 179 tcu::Vec4 computeColor (const tcu::Vec4& value) [all...] |
es2fDepthRangeTests.cpp | 53 using tcu::Vec4; 59 "attribute highp vec4 a_position;\n" 66 "uniform mediump vec4 u_color;\n" 96 inline float triQuadInterpolate (const float x, const float y, const tcu::Vec4& quad) 115 DepthRangeCompareCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 compareFunc); 121 const tcu::Vec4 m_depthCoord; 127 DepthRangeCompareCase::DepthRangeCompareCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 compareFunc) 266 DepthRangeWriteCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar); 272 const tcu::Vec4& m_depthCoord; 277 DepthRangeWriteCase::DepthRangeWriteCase (Context& context, const char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar [all...] |
/external/deqp/modules/gles2/scripts/ |
gen-swizzles.py | 17 # * legal to chain: vec4.rgba.xyzw.stpq 47 VECTOR_TYPES = [ "vec2", "vec3", "vec4", "ivec2", "ivec3", "ivec4", "bvec2", "bvec3", "bvec4" ] 57 "vec4": 4, 168 inVec4 = [Vec4(0.0, 0.5, 0.75, 0.825), Vec4(1.0, 1.25, 1.125, 1.75), 169 Vec4(-0.5, -2.25, -4.875, 9.0), Vec4(-32.0, 64.0, -51.0, 24.0), 170 Vec4(-0.75, -1.0/31.0, 1.0/19.0, 1.0/4.0)] 176 inBVec4 = [Vec4(True, False, False, True), Vec4(False, False, False, True), Vec4(False, True, False, False), Vec4(True, True, True, True), Vec4(Fa (…) [all...] |
/external/deqp/modules/gles3/scripts/ |
gen-swizzles.py | 17 # * legal to chain: vec4.rgba.xyzw.stpq 47 VECTOR_TYPES = [ "vec2", "vec3", "vec4", "ivec2", "ivec3", "ivec4", "bvec2", "bvec3", "bvec4" ] 57 "vec4": 4, 172 inVec4 = [Vec4(0.0, 0.5, 0.75, 0.825), Vec4(1.0, 1.25, 1.125, 1.75), 173 Vec4(-0.5, -2.25, -4.875, 9.0), Vec4(-32.0, 64.0, -51.0, 24.0), 174 Vec4(-0.75, -1.0/31.0, 1.0/19.0, 1.0/4.0)] 180 inBVec4 = [Vec4(True, False, False, True), Vec4(False, False, False, True), Vec4(False, True, False, False), Vec4(True, True, True, True), Vec4(Fa (…) [all...] |
/external/deqp/modules/gles2/performance/ |
es2pShaderControlStatementTests.cpp | 43 using tcu::Vec4; 194 vtx << "attribute highp vec4 a_position;\n"; // Position attribute. 195 vtx << "attribute mediump vec4 a_value0;\n"; // Input for workload calculations of "true" branch. 196 vtx << "attribute mediump vec4 a_value1;\n"; // Input for workload calculations of "false" branch. 207 vtx << "varying mediump vec4 v_color;\n"; 208 frag << "varying mediump vec4 v_color;\n"; 212 vtx << "varying mediump vec4 v_value0;\n"; 213 vtx << "varying mediump vec4 v_value1;\n"; 214 frag << "varying mediump vec4 v_value0;\n"; 215 frag << "varying mediump vec4 v_value1;\n" [all...] |
/external/deqp/data/gles2/shaders/ |
qualification_order.test | 14 attribute highp vec4 dEQP_Position; 39 gl_FragColor = vec4(result, result, result, 1.0); 49 attribute highp vec4 dEQP_Position; 74 gl_FragColor = vec4(result, result, result, 1.0); 84 attribute highp vec4 dEQP_Position; 109 gl_FragColor = vec4(result, result, result, 1.0); 123 attribute highp vec4 dEQP_Position; 148 gl_FragColor = vec4(result, result, result, 1.0); 158 attribute highp vec4 dEQP_Position; 183 gl_FragColor = vec4(result, result, result, 1.0) [all...] |
/external/deqp/data/gles3/shaders/ |
functions.test | 94 input vec4 in0 = [ vec4(0.0, 1.0, -2.0, 0.5) | vec4(2.0, 2.5, 4.0, -7.0) ]; 103 float func (vec4 a) 1949 vec4 func (vec4 a) { return a.wwww; } 1953 out0 = func(func(func(func(vec4(in0)).xyz).xy).x); 2031 vec4 func (vec4 a) { return a.wwww; } [all...] |
conditionals.test | 237 ${POSITION_FRAG_COLOR} = vec4(1.0); 252 ${POSITION_FRAG_COLOR} = vec4(1.0); 267 ${POSITION_FRAG_COLOR} = vec4(1.0); 282 ${POSITION_FRAG_COLOR} = vec4(1.0); 297 ${POSITION_FRAG_COLOR} = vec4(1.0); 315 ${POSITION_FRAG_COLOR} = vec4(1.0); 330 ${POSITION_FRAG_COLOR} = vec4(1.0); 345 ${POSITION_FRAG_COLOR} = vec4(1.0); 360 ${POSITION_FRAG_COLOR} = vec4(1.0); 376 ${POSITION_FRAG_COLOR} = vec4(1.0) [all...] |
/external/chromium_org/gpu/command_buffer/tests/ |
gl_bind_uniform_location_unittest.cc | 39 attribute vec4 a_position; 47 uniform vec4 u_colorC; 48 uniform vec4 u_colorB[2]; 49 uniform vec4 u_colorA; 109 attribute vec4 a_position; 113 uniform vec4 color_b; 114 varying vec4 v_color; 126 varying vec4 v_color; 128 uniform vec4 multiplier; 132 vec4 color_c_sum = vec4(0.0) [all...] |
/external/clang/test/Sema/ |
ext_vector_casts.c | 16 float4 vec4, vec4_2; local 24 vec4 += vec3; // expected-error {{can't convert between vector values of different size}} 26 vec4 = 5.0f; 27 vec4 = (float4)5.0f; 28 vec4 = (float4)5; 29 vec4 = (float4)vec4_3; 40 vec4 = (float4)vec2; // expected-error {{invalid conversion between ext-vector type 'float4' (vector of 4 'float' values) and 'float2' (vector of 2 'float' values)}} 44 vec4 /= 5.2f; 45 vec4 %= 4; // expected-error {{invalid operands to binary expression ('float4' (vector of 4 'float' values) and 'int')}} 47 ivec4 += vec4; // expected-error {{can't convert between vector values of different size ('int4' (vector of 4 'i (…) [all...] |
/external/chromium_org/third_party/angle/src/compiler/translator/ |
BuiltInFunctionEmulator.cpp | 22 "#error no emulation for cos(vec4)", 27 "#error no emulation for distance(vec4, vec4)", 32 "#error no emulation for dot(vec4, vec4)", 37 "#error no emulation for length(vec4)", 42 "#error no emulation for normalize(vec4)", 47 "#error no emulation for reflect(vec4, vec4)" 54 "webgl_emu_precision vec4 webgl_cos_emu(webgl_emu_precision vec4 a) { return cos(a); }" [all...] |
/external/deqp/framework/common/ |
tcuTexLookupVerifier.hpp | 47 Vec4 colorThreshold; //!< Threshold for match. 98 Vec4 computeFixedPointThreshold (const IVec4& bits); 99 Vec4 computeFloatingPointThreshold (const IVec4& bits, const Vec4& value); 108 bool isLookupResultValid (const Texture1DView& texture, const Sampler& sampler, const LookupPrecision& prec, const float coord, const Vec2& lodBounds, const Vec4& result); 109 bool isLookupResultValid (const Texture2DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBounds, const Vec4& result); 110 bool isLookupResultValid (const TextureCubeView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result); 111 bool isLookupResultValid (const Texture1DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec2& coord, const Vec2& lodBounds, const Vec4& result); 112 bool isLookupResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result); 113 bool isLookupResultValid (const Texture3DView& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2& lodBounds, const Vec4& result) [all...] |
/development/ndk/sources/android/ndk_helper/ |
vecmath.h | 36 class Vec4; 51 friend class Vec4; 255 friend class Vec4; 292 Vec3( const Vec4& vec ); 490 class Vec4 500 Vec4() 505 Vec4( const float fX, const float fY, const float fZ, const float fW ) 513 Vec4( const Vec4& vec ) 521 Vec4( const Vec3& vec, const float fW [all...] |