/external/deqp/modules/gles2/performance/ |
es2pShaderCompilationCases.cpp | 51 using tcu::Vec3; 763 "attribute mediump vec3 a_normal${NAME_SPEC};\n" 765 "uniform mediump vec3 u_material_ambientColor${NAME_SPEC};\n" 767 "uniform mediump vec3 u_material_emissiveColor${NAME_SPEC};\n" 768 "uniform mediump vec3 u_material_specularColor${NAME_SPEC};\n" 776 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n" 777 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n"; 797 resultTemplate += "varying mediump vec3 v_eyeNormal${NAME_SPEC};\n"; 801 "varying mediump vec3 v_directionToLight${NAME_SPEC}[" + de::toString(numLights) + "];\n" 806 "mediump vec3 direction (mediump vec4 from, mediump vec4 to)\n [all...] |
/external/deqp/modules/gles3/performance/ |
es3pShaderCompilationCases.cpp | 51 using tcu::Vec3; 764 "in mediump vec3 a_normal${NAME_SPEC};\n" 766 "uniform mediump vec3 u_material_ambientColor${NAME_SPEC};\n" 768 "uniform mediump vec3 u_material_emissiveColor${NAME_SPEC};\n" 769 "uniform mediump vec3 u_material_specularColor${NAME_SPEC};\n" 777 "uniform mediump vec3 u_light" + ndxStr + "_color${NAME_SPEC};\n" 778 "uniform mediump vec3 u_light" + ndxStr + "_direction${NAME_SPEC};\n"; 798 resultTemplate += "out mediump vec3 v_eyeNormal${NAME_SPEC};\n"; 802 "out mediump vec3 v_directionToLight${NAME_SPEC}[" + de::toString(numLights) + "];\n" 807 "mediump vec3 direction (mediump vec4 from, mediump vec4 to)\n [all...] |
/external/deqp/modules/gles3/functional/ |
es3fTextureSpecificationTests.cpp | 237 sglr::drawQuad(*getCurrentContext(), program, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2.0f, -1.0f + h*2.0f, 0.0f)); [all...] |
es3fTextureFormatTests.cpp | 675 computeQuadTexCoord3D(texCoord, tcu::Vec3(0.0f, 0.0f, r), tcu::Vec3(1.0f, 1.0f, r), tcu::IVec3(0,1,2)); [all...] |
es3fFragmentOutputTests.cpp | 62 using tcu::Vec3; [all...] |
es3fShaderCommonFunctionTests.cpp | 46 using tcu::Vec3; [all...] |
/external/deqp/modules/glshared/ |
glsVertexArrayTests.cpp | 108 "vec3", // OUTPUTTYPE_VEC3, 689 "vec3", // OUTPUTTYPE_VEC3, 779 void calcShaderColorCoord (tcu::Vec2& coord, tcu::Vec3& color, const tcu::Vector<T, 4>& attribValue, bool isCoordinate, int numComponents) 836 tcu::Vec3 color = tcu::Vec3(1.0, 1.0, 1.0); 927 "\thighp vec3 color = vec3(1.0, 1.0, 1.0);\n"; [all...] |
glsDrawTest.cpp | 138 "vec3", // OUTPUTTYPE_VEC3, [all...] |
glsLongStressCase.cpp | 56 using tcu::Vec3; [all...] |
/external/deqp/modules/gles3/accuracy/ |
es3aTextureMipmapTests.cpp | 51 using tcu::Vec3;
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/external/deqp/modules/gles31/functional/ |
es31fCopyImageTests.cpp | [all...] |
es31fShaderImageLoadStoreTests.cpp | 59 using tcu::Vec3; 555 m_log << TestLog::Message << "// Assigning to uniform " << name << ": " << Vec3(x, y, z) << TestLog::EndMessage; 894 "uniform highp vec3 u_texCoordLD;\n" 895 "uniform highp vec3 u_texCoordRD;\n" 896 "uniform highp vec3 u_texCoordLU;\n" 897 "uniform highp vec3 u_texCoordRU;\n" 905 " highp vec3 texCoord = u_texCoordLD*(1.0-s)*(1.0-t)\n" [all...] |
es31fShaderCommonFunctionTests.cpp | 50 using tcu::Vec3; [all...] |
es31fPrimitiveBoundingBoxTests.cpp | 89 tcu::Vec3 min; 90 tcu::Vec3 max; 895 "flat in highp vec3 v_bbox_clipMin;\n" 896 "flat in highp vec3 v_bbox_clipMax;\n" [all...] |
es31fTextureBorderClampTests.cpp | [all...] |