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Lines Matching refs:Vec4

43 using tcu::Vec4;
134 "in " + vtxPrec + " vec4 a_position;\n"
135 "in " + vtxPrec + " vec4 a_value;\n"
136 "out " + fragPrec + " vec4 v_value;\n"
141 " " + vtxPrec + " vec4 value = a_value;\n"
147 "layout (location = 0) out " + fragPrec + " vec4 o_color;\n"
148 "in " + fragPrec + " vec4 v_value;\n"
152 " " + fragPrec + " vec4 value = v_value;\n"
157 Vec4(1.0f, 0.0f, 0.0f, 0.0f),
158 Vec4(0.0f, 1.0f, 0.0f, 0.0f),
159 Vec4(0.0f, 0.0f, 1.0f, 0.0f),
160 Vec4(0.0f, 0.0f, 0.0f, 1.0f)));
327 return defaultProgramData(m_caseShaderType, "\t" + getShaderPrecision(m_caseShaderType) + " vec4 valueOrig = value;\n" + repetition);
370 const string statements = optimized ? " " + precision + " vec4 valueOrig = value;\n"
371 " " + precision + " vec4 y = sin(cos(sin(valueOrig)));\n"
379 : " " + precision + " vec4 valueOrig = value;\n"
383 " " + precision + " vec4 y = sin(cos(sin(valueOrig)));\n"
408 const string expression = "value*vec4(0.8, 0.7, 0.6, 0.9)";
420 string result = precision + " vec4 func0 (" + precision + " vec4 value) { return " + expression + "; }\n";
423 result += precision + " vec4 func" + toString(i) + " (" + precision + " vec4 v) { return func" + toString(i-1) + "(v); }\n";
470 return optimized ? " value = vec4
472 : " " + constMaybe + precision + " vec4 a = vec4(sin(0.7), cos(0.2), sin(0.9), abs(-0.5));\n"
473 " " + constMaybe + precision + " vec4 b = cos(a) + fract(3.0*a.xzzw);\n"
475 " " + constMaybe + precision + " vec4 d = exp(b + vec4(c));\n"
476 " " + constMaybe + precision + " vec4 e0 = inversesqrt(mix(d+a, d+b, a));\n"
477 + repeatIndexedTemplate(" " + constMaybe + precision + " vec4 e${NDX} = sin(sin(sin(sin(e${PREV_NDX}))));\n", numSinRows, "", 1) +
478 " " + constMaybe + precision + " vec4 f = abs(e" + toString(numSinRows) + ");\n" +
487 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
491 " const " + precision + " vec4 arr[arrLen] =\n"
492 " vec4[](vec4(0.1, 0.5, 0.9, 1.3),\n"
493 " vec4(0.2, 0.6, 1.0, 1.4),\n"
494 " vec4(0.3, 0.7, 1.1, 1.5),\n"
495 " vec4(0.4, 0.8, 1.2, 1.6));\n"
497 : " " + precision + " vec4 arr[arrLen];\n"
498 " arr[0] = vec4(0.1, 0.5, 0.9, 1.3);\n"
499 " arr[1] = vec4(0.2, 0.6, 1.0, 1.4);\n"
500 " arr[2] = vec4(0.3, 0.7, 1.1, 1.5);\n"
501 " arr[3] = vec4(0.4, 0.8, 1.2, 1.6);\n"
503 " " + constMaybe + precision + " vec4 a = (arr[0] + arr[1] + arr[2] + arr[3]) * (1.0 / float(arr.length()));\n"
504 " " + constMaybe + precision + " vec4 b0 = cos(sin(a));\n"
505 + repeatIndexedTemplate(" " + constMaybe + precision + " vec4 b${NDX} = sin(sin(sin(sin(b${PREV_NDX}))));\n", numSinRows, "", 1) +
506 " " + constMaybe + precision + " vec4 c = abs(b" + toString(numSinRows) + ");\n" +
515 return optimized ? " value = vec4(0.4, 0.5, 0.6, 0.7) * value; // NOTE: factor doesn't necessarily match the one in unoptimized shader, but shouldn't make a difference performance-wise\n"
519 " " + precision + " vec4 a;\n"
520 " " + precision + " vec4 b;\n"
521 " " + precision + " vec4 c;\n"
522 " " + precision + " vec4 d;\n"
526 " S(vec4(0.1, 0.5, 0.9, 1.3),\n"
527 " vec4(0.2, 0.6, 1.0, 1.4),\n"
528 " vec4(0.3, 0.7, 1.1, 1.5),\n"
529 " vec4(0.4, 0.8, 1.2, 1.6));\n"
530 " " + constMaybe + precision + " vec4 a = (s.a + s.b + s.c + s.d) * 0.25;\n"
531 " " + constMaybe + precision + " vec4 b0 = cos(sin(a));\n"
532 + repeatIndexedTemplate(" " + constMaybe + precision + " vec4 b${NDX} = sin(sin(sin(sin(b${PREV_NDX}))));\n", numSinRows, "", 1) +
533 " " + constMaybe + precision + " vec4 c = abs(b" + toString(numSinRows) + ");\n" +
578 return optimized ? " " + precision + " vec4 s = sin(value);\n"
579 " " + precision + " vec4 cs = cos(s);\n"
580 " " + precision + " vec4 d = fract(s + cs) + sqrt(s + exp(cs));\n"
591 return optimized ? " " + precision + " vec4 a = sin(value) + cos(exp(value));\n"
592 " " + precision + " vec4 b = cos(cos(a));\n"
597 : repeatIndexedTemplate( " " + precision + " vec4 a${NDX} = sin(value) + cos(exp(value));\n"
598 " " + precision + " vec4 b${NDX} = cos(cos(a${NDX}));\n"
613 return " " + precision + " vec4 a = sin(value) + cos(exp(value));\n"
614 " " + precision + " vec4 b = cos(a);\n"
626 result += " " + precision + " vec4 a" + toString(i) + " = sin(value) + cos(exp(value));\n"
627 " " + precision + " vec4 b" + toString(i) + " = cos(a" + toString(i) + ");\n";
654 return optimized ? " " + precision + " vec4 acc = value;\n"
661 : " " + precision + " vec4 acc0 = value;\n"
665 " " + precision + " vec4 acc1 = value;\n"
728 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
730 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
744 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
746 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
747 " " + constMaybe + precision + " vec4 a = vec4(sin(0.7), cos(0.2), sin(0.9), abs(-0.5));\n"
748 " " + constMaybe + precision + " vec4 b = cos(a) + fract(3.0*a.xzzw);\n"
750 " " + constMaybe + precision + " vec4 d = exp(b + vec4(c));\n"
751 " " + constMaybe + precision + " vec4 e = 1.8*abs(sin(sin(inversesqrt(mix(d+a, d+b, a)))));\n"
769 return optimized ? " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
771 : " value = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
784 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
787 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
788 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value))) + used;\n"
797 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
800 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
801 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
811 return optimized ? precision + " vec4 func (" + precision + " vec4 v)\n"
813 " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * v;\n"
817 : precision + " vec4 func (" + precision + " vec4 v)\n"
819 " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * v;\n"
820 " " + precision + " vec4 unused = cos(exp(sin(v))*log(sqrt(v)));\n"
837 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
840 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
841 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"
852 return optimized ? " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
855 : " " + precision + " vec4 used = vec4(0.6, 0.7, 0.8, 0.9) * value;\n"
856 " " + precision + " vec4 unused = cos(exp(sin(value))*log(sqrt(value)));\n"