/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 [all...] |
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] [all...] |
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];
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/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];
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/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) [all...] |
/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) [all...] |
es3fShaderBuiltinVarTests.cpp | 829 const int triNdx = vtxNdx/3; 830 const int quadNdx = triNdx/2; 837 if (triNdx%2 == 0) [all...] |
es3fTransformFeedbackTests.cpp | 681 int triNdx = outNdx/3; 683 return (triNdx%2 != 0 && vtxNdx < 2) ? (triNdx+1-vtxNdx) : (triNdx+vtxNdx); [all...] |
/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); [all...] |
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]; [all...] |