/external/deqp/modules/gles3/functional/ |
es3fMultisampleTests.cpp | 52 using tcu::Vec3; 211 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) const; 212 void renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& color) const; 315 void MultisampleCase::renderTriangle (const Vec3& p0, const Vec3& p1, const Vec3& p2, const Vec4& c0, const Vec4& c1, const Vec4& c2) cons [all...] |
es3fShaderStructTests.cpp | 200 << " mediump vec3 b;" 206 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 483 << " mediump vec3 b;" 494 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 542 << " mediump vec3 b;" 548 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 605 << " mediump vec3 b;" 629 << " mediump vec3 b;" 657 << " mediump vec3 b;" 998 << " mediump vec3 b; [all...] |
es3fShaderBuiltinVarTests.cpp | 194 c.color.xyz() = tcu::Vec3(zNear, zFar, diff*0.5f + 0.5f); 300 const tcu::Vec3 scale (1.f / float(width), 1.f / float(height), 1.0f); 314 "uniform highp vec3 u_scale;\n" 358 const tcu::Vec3 fragCoord (float(x)+.5f, float(y)+.5f, z); 359 const tcu::Vec3 scaledFC = fragCoord*scale; 377 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, float ny) 453 ? projectedTriInterpolate(tcu::Vec3(w[0], w[1], w[2]), tcu::Vec3(w[0], w[1], w[2]), xf, yf) 454 : projectedTriInterpolate(tcu::Vec3(w[3], w[2], w[1]), tcu::Vec3(w[3], w[2], w[1]), 1.0f-xf, 1.0f-yf) [all...] |
es3fShaderMatrixTests.cpp | 38 * + how to reduce to vec3? 65 using tcu::Vec3; 82 static const Vec3 s_constInVec3[2] = { Vec3(1.1f, 0.1f, 0.5f), Vec3(-0.2f, 0.5f, 0.8f) }; 266 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC3, tcu::Vec3); 498 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; } 513 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); } 606 // Reduction from expression result to vec3. 608 inline tcu::Vec3 reduceToVec3 (const tcu::Vec2& value) { return value.swizzle(0,1,0); [all...] |
es3fTextureFilteringTests.cpp | 835 tcu::Vec3 texCoord[4]; [all...] |
es3fStencilTests.cpp | 45 using tcu::Vec3; 246 sglr::drawQuad(context, m_shaderID, Vec3(x0, y0, op.depth), Vec3(x1, y1, op.depth)); 273 sglr::drawQuad(context, m_shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
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es3fFboTestUtil.cpp | 49 using tcu::Vec3; 437 "out mediump vec3 v_coord;\n" 441 " v_coord = u_coordMat * vec3(a_coord, 1.0);\n" 449 "in mediump vec3 v_coord;\n" 518 tcu::Vec3 v_coord = texCoordMat * tcu::Vec3(a_coord.x(), a_coord.y(), 1.0f); 530 tcu::Vec3 texCoords[4]; 540 texCoords[fragNdx] = tcu::Vec3(coord.x(), coord.y(), coord.z()); 591 " o_color = " + glu::getDataTypeName(outputType) + "(vec4(texture(u_sampler0, vec3(v_coord, u_layer))) * u_scale + u_bias);\n" 638 tcu::Vec3 texCoords[4] [all...] |
es3fShaderDerivateTests.cpp | 432 const tcu::Vec3 position(screenX, screenY, 1.0f); 911 m_dataType == glu::TYPE_FLOAT_VEC3 ? "vec3(1e2, 8.0, 0.01)" : [all...] |
es3fTextureUnitTests.cpp | 45 using tcu::Vec3; 189 Vec3 row = mat.getRow(rowNdx); 227 lookupCoord = "vec3(" + lookupCoord + ")"; 289 Vec3 trans00 = (transformation * Vec4(0.0f, 0.0f, 1.0f, 1.0f)).xyz(); 290 Vec3 trans01 = (transformation * Vec4(0.0f, 1.0f, 1.0f, 1.0f)).xyz(); 291 Vec3 trans10 = (transformation * Vec4(1.0f, 0.0f, 1.0f, 1.0f)).xyz(); 645 tcu::Vec3 coords3D[4] = [all...] |
/external/deqp/modules/gles2/functional/ |
es2fShaderStructTests.cpp | 226 << " mediump vec3 b;" 232 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 509 << " mediump vec3 b;" 520 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 568 << " mediump vec3 b;" 574 << " S s = S(${COORDS}.x, vec3(0.0), ui_one);" 631 << " mediump vec3 b;" 655 << " mediump vec3 b;" 683 << " mediump vec3 b;" 1024 << " mediump vec3 b; [all...] |
es2fVertexTextureTests.cpp | 45 using tcu::Vec3; 293 const Vec3 coordA = Vec3(texBoundaries[0], texBoundaries[1], texBoundaries[2]); 294 const Vec3 coordB = Vec3(texBoundaries[3], texBoundaries[4], texBoundaries[5]); 295 const Vec3 coordC = Vec3(texBoundaries[6], texBoundaries[7], texBoundaries[8]); 296 const Vec3 coordAB = coordB - coordA; 297 const Vec3 coordAC = coordC - coordA; 304 const Vec3 texCoord = coordA + coordAC*safeFaceCoord.x() + coordAB*safeFaceCoord.y() [all...] |
es2fBufferTestUtil.cpp | 284 "attribute mediump vec3 a_byteVec;\n" 285 "varying mediump vec3 v_byteVec;\n" 292 "varying mediump vec3 v_byteVec;\n" 494 "attribute mediump vec3 a_color;\n" 495 "varying mediump vec3 v_color;\n" 502 "varying mediump vec3 v_color;\n" 544 static void computeIndexVerifierColors (std::vector<tcu::Vec3>& dst) 553 for (std::vector<tcu::Vec3>::iterator i = dst.begin(); i != dst.end(); ++i) 577 std::vector<tcu::Vec3> colors; 580 std::vector<tcu::Vec3> fetchedColor (MAX_LINES_PER_INDEX_ARRAY_DRAW+1) [all...] |
es2fStencilTests.cpp | 45 using tcu::Vec3; 243 sglr::drawQuad(context, m_shaderID, Vec3(x0, y0, op.depth), Vec3(x1, y1, op.depth)); 270 sglr::drawQuad(context, m_shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f));
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es2fTextureSpecificationTests.cpp | 234 "vec3(-1, -y, +x)", 235 "vec3(+1, -y, -x)", 236 "vec3(+x, -1, -y)", 237 "vec3(+x, +1, +y)", 238 "vec3(-x, -y, -1)", 239 "vec3(+x, -y, +1)" 292 tcu::Vec3 texCoords[4]; 307 case tcu::CUBEFACE_NEGATIVE_X: texCoords[fragNdx] = tcu::Vec3(-1.0f, -y, +x); break; 308 case tcu::CUBEFACE_POSITIVE_X: texCoords[fragNdx] = tcu::Vec3(+1.0f, -y, -x); break; 309 case tcu::CUBEFACE_NEGATIVE_Y: texCoords[fragNdx] = tcu::Vec3( +x, -1.0f, -y); break [all...] |
/external/deqp/modules/glshared/ |
glsRasterizationTestUtil.cpp | 334 tcu::Vec3 max; 335 tcu::Vec3 min; 368 // calculate weights: vec3(ka / p0.w, kb / p1.w, kc / p2.w) / (ka / p0.w + kb / p1.w + kc / p2.w) 652 result.min = tcu::Vec3(minWeights.x(), 0.0f, minWeights.y()); 653 result.max = tcu::Vec3(maxWeights.x(), 0.0f, maxWeights.y()); [all...] |
glsTextureTestUtil.hpp | 374 void computeQuadTexCoord3D (std::vector<float>& dst, const tcu::Vec3& p0, const tcu::Vec3& p1, const tcu::IVec3& dirSwz); 526 const tcu::Vec3& nonShadowThreshold); 536 const tcu::Vec3& nonShadowThreshold); 546 const tcu::Vec3& nonShadowThreshold);
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glsScissorTests.cpp | 67 using tcu::Vec3; 72 void drawQuad (const glw::Functions& gl, deUint32 program, const Vec3& p0, const Vec3& p1) 467 drawQuad(gl, program, Vec3(-1.0f, -1.0f, 0.5f), Vec3(1.0f, 1.0f, 0.5f)); 833 drawQuad(gl, program, tcu::Vec3(-1.0f, -1.0f, 0.6f), tcu::Vec3(1.0f, 1.0f, 0.6f));
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glsShaderRenderCase.cpp | 997 // Vec3. 998 struct Vec3Uniform { const char* name; Vec3 value; }; 1001 { "uv3_minusOne", Vec3(-1.0f) }, 1002 { "uv3_zero", Vec3(0.0f) }, 1003 { "uv3_half", Vec3(0.5f) }, 1004 { "uv3_one", Vec3(1.0f) }, 1005 { "uv3_two", Vec3(2.0f) },
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glsBufferTestUtil.cpp | 432 "in mediump vec3 a_byteVec;\n" 433 "out mediump vec3 v_byteVec;\n" 441 "in mediump vec3 v_byteVec;\n" 670 "in mediump vec3 a_color;\n" 671 "out mediump vec3 v_color;\n" 679 "in mediump vec3 v_color;\n" 733 static void computeIndexVerifierColors (std::vector<tcu::Vec3>& dst) 742 for (std::vector<tcu::Vec3>::iterator i = dst.begin(); i != dst.end(); ++i) 766 std::vector<tcu::Vec3> colors; 769 std::vector<tcu::Vec3> fetchedColor (MAX_LINES_PER_INDEX_ARRAY_DRAW+1) [all...] |
/development/ndk/platforms/android-18/samples/MoreTeapots/jni/ |
MoreTeapotsRenderer.cpp | 125 ndk_helper::Vec3( random() / float( RAND_MAX * 1.1 ), 181 * (ubo_matrix_stride_ + ubo_matrix_stride_ + ubo_vector_stride_); //Mat4 + Mat4 + Vec3 + 1 stride 257 mat_view_ = ndk_helper::Mat4::LookAt( ndk_helper::Vec3( CAM_X, CAM_Y, CAM_Z ), 258 ndk_helper::Vec3( 0.f, 0.f, 0.f ), ndk_helper::Vec3( 0.f, 1.f, 0.f ) );
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/external/deqp/modules/gles31/scripts/ |
gen-implicit-conversions.py | 7 from genutil import Scalar, Vec2, Vec3, Vec4, Uint, UVec2, UVec3, UVec4, CaseGroup 215 "ivec3": [Vec3(x[0], x[1], x[2]) for x in IN_IVECTOR], 216 "uvec3": [Vec3(x[0], x[1], x[2]) for x in IN_UVECTOR], 221 "vec3": [Vec3(x[0], x[1], x[2]).toFloat() for x in IN_IVECTOR], 230 "ivec3": ["uvec3", "vec3"], 231 "uvec3": ["vec3"], 237 "int": ["vec2", "vec3", "vec4", "uvec2", "uvec3", "uvec4"], 238 "uint": ["vec2", "vec3", "vec4"] 250 "float": ["vec2", "vec3", "vec4"] [all...] |
/external/deqp/modules/egl/ |
teglResizeTests.cpp | 70 using tcu::Vec3; 227 void drawRectangle (const glw::Functions& gl, IVec2 pos, IVec2 size, Vec3 color) 240 const Vec3 frameColor (0.0f, 0.0f, 1.0f); 241 const Vec3 fillColor (1.0f, 0.0f, 0.0f); 242 const Vec3 markColor (0.0f, 1.0f, 0.0f);
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/external/deqp/framework/common/ |
tcuTexLookupVerifier.cpp | 555 const Vec3& coord, 685 const Vec3& coord, 839 const Vec3& coord, [all...] |
tcuTexVerifierUtil.cpp | 61 void getPossibleCubeFaces (const Vec3& coord, const IVec3& bits, CubeFace* faces, int& numFaces)
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/external/ceres-solver/examples/ |
libmv_bundle_adjuster.cc | 117 typedef Eigen::Vector3d Vec3; 140 Vec3 t; 151 Vec3 X; 343 Vec3 *vector) {
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