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  /external/deqp/modules/gles2/scripts/
genutil.py 205 def toVec3(self): return Vec3(self.x, self.x, self.x)
263 elif isinstance(val, Vec3):
264 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z)
275 elif isinstance(val, Vec3):
276 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z)
288 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2])
321 def toVec3(self): return Vec3(self.x, self.y, 0.0)
394 class Vec3(Vec):
401 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z))
402 def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func(self.z, other.z)
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  /external/deqp/modules/gles31/functional/
es31fFboColorbufferTests.cpp 53 using tcu::Vec3;
226 sglr::drawQuad(*getCurrentContext(), texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
231 const Vec3 p0 = Vec3(float(ndx % 2) - 1.0f, float(ndx / 2) - 1.0f, 0.0f);
232 const Vec3 p1 = p0 + Vec3(1.0f, 1.0f, 0.0f);
es31fMultisampleTests.cpp 45 using tcu::Vec3;
172 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const;
173 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& color) const;
293 void DefaultFBOMultisampleCase::renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) cons
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es31fTessellationTests.cpp 68 using tcu::Vec3;
95 static inline bool vec3XLessThan (const Vec3& a, const Vec3& b) { return a.x() < b.x(); }
618 bool contains (const Vec3& v) const
659 static vector<Vec3> generateReferenceTriangleTessCoords (SpacingMode spacingMode, int inner, int outer0, int outer1, int outer2)
661 vector<Vec3> tessCoords;
667 tessCoords.push_back(Vec3(1.0f, 0.0f, 0.0f));
668 tessCoords.push_back(Vec3(0.0f, 1.0f, 0.0f));
669 tessCoords.push_back(Vec3(0.0f, 0.0f, 1.0f));
678 for (int i = 0; i < outer0; i++) { const float v = (float)i / (float)outer0; tessCoords.push_back(Vec3( 0.0f, v, 1.0f - v));
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  /external/deqp/modules/glshared/
glsTextureTestUtil.cpp 179 inline float triangleInterpolate (const tcu::Vec3& v, float x, float y)
235 static float computeNonProjectedTriLod (LodMode mode, const tcu::IVec2& dstSize, deInt32 srcSize, const tcu::Vec3& sq)
273 static float computeNonProjectedTriLod (LodMode mode, const tcu::IVec2& dstSize, const tcu::IVec2& srcSize, const tcu::Vec3& sq, const tcu::Vec3& tq)
314 static float computeNonProjectedTriLod (LodMode mode, const tcu::IVec2& dstSize, const tcu::IVec3& srcSize, const tcu::Vec3& sq, const tcu::Vec3& tq, const tcu::Vec3& rq)
328 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
333 static inline float triDerivateX (const tcu::Vec3& s, const tcu::Vec3& w, float wx, float width, float ny
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  /external/deqp/modules/gles2/performance/
es2pTextureCases.cpp 46 using tcu::Vec3;
112 Vec2 p00 = (m_coordTransform * Vec3(0.0f, 0.0f, 1.0f)).swizzle(0,1);
113 Vec2 p10 = (m_coordTransform * Vec3(1.0f, 0.0f, 1.0f)).swizzle(0,1);
114 Vec2 p01 = (m_coordTransform * Vec3(0.0f, 1.0f, 1.0f)).swizzle(0,1);
115 Vec2 p11 = (m_coordTransform * Vec3(1.0f, 1.0f, 1.0f)).swizzle(0,1);
  /external/deqp/modules/gles3/performance/
es3pTextureCases.cpp 47 using tcu::Vec3;
120 Vec2 p00 = (m_coordTransform * Vec3(0.0f, 0.0f, 1.0f)).swizzle(0,1);
121 Vec2 p10 = (m_coordTransform * Vec3(1.0f, 0.0f, 1.0f)).swizzle(0,1);
122 Vec2 p01 = (m_coordTransform * Vec3(0.0f, 1.0f, 1.0f)).swizzle(0,1);
123 Vec2 p11 = (m_coordTransform * Vec3(1.0f, 1.0f, 1.0f)).swizzle(0,1);
  /external/deqp/modules/gles3/scripts/
genutil.py 218 def toVec3(self): return Vec3(self.x, self.x, self.x)
295 elif isinstance(val, Vec3):
296 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z)
307 elif isinstance(val, Vec3):
308 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z)
346 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2])
385 def toVec3(self): return Vec3(self.x, self.y, 0.0)
483 class Vec3(Vec):
490 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z))
491 def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func(self.z, other.z)
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  /external/deqp/modules/gles31/scripts/
genutil.py 218 def toVec3(self): return Vec3(self.x, self.x, self.x)
297 elif isinstance(val, Vec3):
298 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z)
309 elif isinstance(val, Vec3):
310 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z)
348 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2])
387 def toVec3(self): return Vec3(self.x, self.y, 0.0)
485 class Vec3(Vec):
492 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z))
493 def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func(self.z, other.z)
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  /external/deqp/modules/gles3/functional/
es3fFboRenderTest.cpp 48 using tcu::Vec3;
579 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
585 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
596 sglr::drawQuad(context, texFromFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
685 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
693 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f))
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es3fClippingTests.cpp 320 tcu::Vec3 IVec3ToVec3 (const tcu::IVec3& v)
322 return tcu::Vec3((float)v.x(), (float)v.y(), (float)v.z());
352 bool twoPointClippedTriangleInvisible(const tcu::Vec3& p, const tcu::IVec3& dir1, const tcu::IVec3& dir2)
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es3fFboColorbufferTests.cpp 47 using tcu::Vec3;
301 sglr::drawQuad(*getCurrentContext(), ndx ? texToFbo1ShaderID : texToFbo0ShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
311 sglr::drawQuad(*getCurrentContext(), multiTexShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
443 sglr::drawQuad(*getCurrentContext(), texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
448 const Vec3 p0 = Vec3(float(ndx % 2) - 1.0f, float(ndx / 2) - 1.0f, 0.0f);
449 const Vec3 p1 = p0 + Vec3(1.0f, 1.0f, 0.0f)
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es3fPixelBufferObjectTests.cpp 87 void renderTriangle (const tcu::Vec3& a, const tcu::Vec3& b, const tcu::Vec3& c);
240 "in mediump vec3 a_position;\n"
279 void ReadPixelsTest::renderTriangle (const tcu::Vec3& a, const tcu::Vec3& b, const tcu::Vec3& c)
468 renderTriangle(tcu::Vec3(x1, y1, z1), tcu::Vec3(x2, y2, z2), tcu::Vec3(x3, y3, z3))
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es3fFramebufferBlitTests.cpp 47 using tcu::Vec3;
110 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
133 sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
405 sglr::drawQuad(*getCurrentContext(), gradShaderDstID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
410 sglr::drawQuad(*getCurrentContext(), gradShaderSrcID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f));
543 sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f))
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es3fVertexTextureTests.cpp 45 using tcu::Vec3;
129 static inline Vec3 safe2DArrayTexCoords (const Vec3& raw, const IVec3& textureSize)
131 return safeCoords(raw, textureSize, Vec3(0.5f, 0.5f, 0.0f));
134 static inline Vec3 safe3DTexCoords (const Vec3& raw, const IVec3& textureSize)
136 return safeCoords(raw, textureSize, Vec3(0.5f));
343 const Vec3 coordA = Vec3(texBoundaries[0], texBoundaries[1], texBoundaries[2]);
344 const Vec3 coordB = Vec3(texBoundaries[3], texBoundaries[4], texBoundaries[5])
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  /external/deqp/framework/referencerenderer/
rrFragmentOperations.hpp 122 tcu::Vec3 blendSrcFactorRGB;
124 tcu::Vec3 blendDstFactorRGB;
126 tcu::Vec3 blendedRGB;
  /external/deqp/modules/gles2/functional/
es2fClippingTests.cpp 317 tcu::Vec3 IVec3ToVec3 (const tcu::IVec3& v)
319 return tcu::Vec3((float)v.x(), (float)v.y(), (float)v.z());
349 bool twoPointClippedTriangleInvisible(const tcu::Vec3& p, const tcu::IVec3& dir1, const tcu::IVec3& dir2)
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es2fShaderMatrixTests.cpp 36 * + how to reduce to vec3?
63 using tcu::Vec3;
74 static const Vec3 s_constInVec3[2] = { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) };
96 static const Mat4 s_constInMat4[2] = { tcu::translationMatrix(tcu::Vec3(0.2f, -0.3f, 0.15f)), tcu::Mat4(s_constInMat41) };
158 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3, tcu::Vec3);
340 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; }
348 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2); }
381 // Reduction from expression result to vec3
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es2fShaderBuiltinVarTests.cpp 183 c.color.xyz() = tcu::Vec3(zNear, zFar, diff*0.5f + 0.5f);
283 const tcu::Vec3 scale (1.f / float(width), 1.f / float(height), 1.0f);
295 "uniform mediump vec3 u_scale;\n"
338 const tcu::Vec3 fragCoord (float(x)+.5f, float(y)+.5f, z);
339 const tcu::Vec3 scaledFC = fragCoord*scale;
357 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny)
430 ? projectedTriInterpolate(tcu::Vec3(w[0], w[1], w[2]), tcu::Vec3(w[0], w[1], w[2]), xf, yf)
431 : projectedTriInterpolate(tcu::Vec3(w[3], w[2], w[1]), tcu::Vec3(w[3], w[2], w[1]), 1.0f-xf, 1.0f-yf)
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es2fTextureUnitTests.cpp 44 using tcu::Vec3;
151 string lookupCoord = transformationName + "*vec3(v_coord, 1.0)";
208 Vec2 trans00 = (transformation * Vec3(0.0f, 0.0f, 1.0f)).xy();
209 Vec2 trans01 = (transformation * Vec3(0.0f, 1.0f, 1.0f)).xy();
210 Vec2 trans10 = (transformation * Vec3(1.0f, 0.0f, 1.0f)).xy();
493 (m_transformations[unitNdx] * Vec3(texCoords[0].x(), texCoords[0].y(), 1.0f)).xy(),
494 (m_transformations[unitNdx] * Vec3(texCoords[1].x(), texCoords[1].y(), 1.0f)).xy(),
495 (m_transformations[unitNdx] * Vec3(texCoords[2].x(), texCoords[2].y(), 1.0f)).xy(),
496 (m_transformations[unitNdx] * Vec3(texCoords[3].x(), texCoords[3].y(), 1.0f)).xy(),
507 const tcu::Vec3 transformedTexCoords[4]
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es2fMultisampleTests.cpp 51 using tcu::Vec3;
187 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const;
188 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& color) const;
228 void MultisampleCase::renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) cons
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  /development/ndk/platforms/android-18/samples/MoreTeapots/jni/
MoreTeapotsRenderer.h 97 std::vector<ndk_helper::Vec3> vec_colors_;
  /external/deqp/framework/common/
tcuTexVerifierUtil.hpp 97 void getPossibleCubeFaces (const Vec3& coord, const IVec3& bits, CubeFace* faces, int& numFaces);
  /development/ndk/platforms/android-17/samples/Teapot/jni/
TeapotRenderer.cpp 134 mat_view_ = ndk_helper::Mat4::LookAt( ndk_helper::Vec3( CAM_X, CAM_Y, CAM_Z ),
135 ndk_helper::Vec3( 0.f, 0.f, 0.f ), ndk_helper::Vec3( 0.f, 1.f, 0.f ) );
  /development/ndk/sources/android/ndk_helper/
vecmath.cpp 26 // vec3
28 Vec3::Vec3( const Vec4& vec )
294 Mat4 Mat4::Translation( const Vec3 vec )
342 Mat4 Mat4::LookAt( const Vec3& vec_eye, const Vec3& vec_at, const Vec3& vec_up )
344 Vec3 vec_forward, vec_up_norm, vec_side;

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12 3 4 5