Lines Matching refs:Vec3
44 using tcu::Vec3;
58 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
63 static void renderReference (const SurfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias)
68 Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2*3+0], coords[1*3+0]) };
69 Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2*3+1], coords[1*3+1]) };
70 Vec3 triB[2] = { Vec3(coords[0*3+2], coords[1*3+2], coords[2*3+2]), Vec3(coords[3*3+2], coords[2*3+2], coords[1*3+2]) };
71 tcu::Vec3 triW[2] = { wCoord.swizzle(0, 1, 2), wCoord.swizzle(3, 2, 1) };
100 InterpolationCase (Context& context, const char* name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVal, bool projective);
107 tcu::Vec3 m_min;
108 tcu::Vec3 m_max;
112 InterpolationCase::InterpolationCase (Context& context, const char* name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVal, bool projective)
166 "attribute ${PRECISION} vec3 a_coords;\n"
167 "varying ${PRECISION} vec3 v_coords;\n"
175 "varying ${PRECISION} vec3 v_coords;\n"
176 "uniform ${PRECISION} vec3 u_scale;\n"
177 "uniform ${PRECISION} vec3 u_bias;\n"
211 tcu::Vec3 scale = 1.0f / (m_max - m_min);
212 tcu::Vec3 bias = -1.0f*m_min*scale;
221 log << TestLog::Message << "a_coords = " << ((tcu::Vec3(0.0f) - bias)/scale) << " -> " << ((tcu::Vec3(1.0f) - bias)/scale) << TestLog::EndMessage;
299 Vec3 minVal;
300 Vec3 maxVal;
304 { "zero_to_one", Vec3( 0.0f, 0.0f, 0.0f), Vec3( 1.0f, 1.0f, 1.0f), glu::PRECISION_LOWP },
305 { "zero_to_minus_one", Vec3( 0.0f, 0.0f, 0.0f), Vec3( -1.0f, -1.0f, -1.0f), glu::PRECISION_LOWP },
306 { "minus_one_to_one", Vec3( -1.0f, -1.0f, -1.0f), Vec3( 1.0f, 1.0f, 1.0f), glu::PRECISION_LOWP },
307 { "minus_ten_to_ten", Vec3(-10.0f, -10.0f, -10.0f), Vec3( 10.0f, 10.0f, 10.0f), glu::PRECISION_MEDIUMP },
308 { "thousands", Vec3( -5e3f, 1e3f, 1e3f), Vec3( 3e3f, -1e3f, 7e3f), glu::PRECISION_MEDIUMP },
309 { "full_mediump", Vec3(minF16, minF16, minF16), Vec3(maxF16, maxF16, maxF16), glu::PRECISION_MEDIUMP },
310 { "full_highp", Vec3(minF32, minF32, minF32), Vec3(maxF32, maxF32, maxF32), glu::PRECISION_HIGHP },