/external/deqp/modules/gles3/functional/ |
es3fRandomFragmentOpTests.cpp | 57 using tcu::Vec4; 69 static const tcu::Vec4 CLEAR_COLOR (0.25f, 0.5f, 0.75f, 1.0f); 125 dst.blendColor = tcu::clamp(src.blendColor, Vec4(0.0f), Vec4(1.0f)); 307 const Vec4 clearColor = CLEAR_COLOR;
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es3fASTCDecompressionCases.cpp | 68 using tcu::Vec4; 916 static Vec4 getBlockTestTypeColorScale (ASTCBlockTestType testType) 920 case ASTCBLOCKTESTTYPE_VOID_EXTENT_HDR: return Vec4(0.5f/65504.0f); 921 case ASTCBLOCKTESTTYPE_ENDPOINT_VALUE_HDR_NO_15: return Vec4(1.0f/65504.0f, 1.0f/65504.0f, 1.0f/65504.0f, 1.0f); 922 case ASTCBLOCKTESTTYPE_ENDPOINT_VALUE_HDR_15: return Vec4(1.0f/65504.0f); 923 default: return Vec4(1.0f); 927 static Vec4 getBlockTestTypeColorBias (ASTCBlockTestType testType) 931 case ASTCBLOCKTESTTYPE_VOID_EXTENT_HDR: return Vec4(0.5f); 932 default: return Vec4(0.0f); [all...] |
es3fStencilTests.cpp | 68 "in highp vec4 a_position;\n" 74 "uniform highp vec4 u_color;\n" 75 "layout(location = 0) out mediump vec4 o_color;\n" 84 void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color) 103 const tcu::Vec4 color(u_color.value.f4); 216 m_shader.setColor(context, m_shaderID, tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f)); 269 tcu::Vec4 color (0.0f, 1.0f-colorMix, colorMix, 1.0f);
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es3fTextureWrapTests.cpp | 269 tcu::fillWithComponentGradients(m_texture->getRefTexture().getLevel(0), tcu::Vec4(-0.5f, -0.5f, -0.5f, 2.0f), tcu::Vec4(1.0f, 1.0f, 1.0f, 0.0f)); 322 refParams.colorScale = useDefaultColorScaleAndBias ? texFormatInfo.lookupScale : tcu::Vec4(1.0f); 323 refParams.colorBias = useDefaultColorScaleAndBias ? texFormatInfo.lookupBias : tcu::Vec4(0.0f);
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es3fDepthStencilTests.cpp | 56 using tcu::Vec4; 162 tcu::Vec4 color; 176 const tcu::Vec4& color_, 190 tcu::Vec4 color; 266 clearCommands.push_back(ClearCommand(rr::WindowRectangle(0, 0, target.width, target.height), GL_COLOR_BUFFER_BIT, Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0)); 294 clearCommands.push_back(ClearCommand(cellL1Rect, GL_STENCIL_BUFFER_BIT, Vec4(0), stencilValue)); 325 cmd.color = Vec4(0.0f, 0.0f, colorStep*ndx, 0.0f); 350 cmd.color = Vec4(0.0f, colorStep*(ndx+1), 0.0f, 0.0f); 623 testCmd.color = Vec4(1.0f, 0.0f, 0.0f, 1.0f); [all...] |
es3fFragDepthTests.cpp | 52 using tcu::Vec4; 61 "in highp vec4 a_position;\n" 71 "uniform highp vec4 u_color;\n" 72 "layout(location = 0) out mediump vec4 o_color;\n" 380 Vec4 color = Vec4(f, f, f, 1.0f); 457 "uniform highp vec4 u_color;\n" 458 "layout(location = 0) out mediump vec4 o_color;\n" 467 "uniform highp vec4 u_color;\n" 468 "layout(location = 0) out mediump vec4 o_color;\n [all...] |
/external/deqp/modules/gles2/functional/ |
es2fShaderMatrixTests.cpp | 64 using tcu::Vec4; 75 static const Vec4 s_constInVec4[2] = { Vec4(1.4f, 0.2f, -0.5f, 0.7f), Vec4(0.2f, -1.0f, 0.5f, 0.8f) }; 159 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC4, tcu::Vec4); 341 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; } 349 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.swizzle(0, 1, 2, 3); } 385 inline tcu::Vec3 reduceToVec3 (const tcu::Vec4& value) { return tcu::Vec3(value.x(), value.y(), value.z()+value.w()); } 749 void setupUniforms (int programID, const tcu::Vec4& constCoords); 816 vtx << "attribute highp vec4 a_position;\n" [all...] |
es2fTextureCompletenessTests.cpp | 291 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 360 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 410 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 464 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 519 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 620 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 692 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 761 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 821 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)); 872 clear(levelData.getAccess(), tcu::Vec4(0.0f, 0.0f, 1.0f, 1.0f)) [all...] |
es2fShaderOperatorTests.cpp | 158 inline Vec4 sequenceNoSideEffCase0 (const Vec4& in0, const Vec4& in1, const Vec4& in2) { DE_UNREF(in2); return in1 + in0; } 163 // Reference for expression "in0 + vec4(in1), in2, in1" 164 inline IVec4 sequenceNoSideEffCase3 (const Vec4& in0, const IVec4& in1, const BVec4& in2) { DE_UNREF(in0); DE_UNREF(in2); return in1; } 166 inline Vec4 sequenceSideEffCase0 (const Vec4& in0, const Vec4& in1, const Vec4& in2) { DE_UNREF(in1); return in0 + 1.0f + in2; [all...] |
es2fStencilTests.cpp | 67 << sglr::pdec::VertexSource("attribute highp vec4 a_position;\n" 72 << sglr::pdec::FragmentSource("uniform mediump vec4 u_color;\n" 81 void setColor (sglr::Context& ctx, deUint32 program, const tcu::Vec4& color) 100 const tcu::Vec4 color(u_color.value.f4); 213 m_shader.setColor(context, m_shaderID, tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f)); 266 tcu::Vec4 color (0.0f, 1.0f-colorMix, colorMix, 1.0f);
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es2fShaderBuiltinVarTests.cpp | 57 c.color = isOk ? tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f) : tcu::Vec4(1.0f, 0.0f, 0.0f, 1.0f); 107 "attribute highp vec4 a_position;\n" 108 "attribute highp vec4 a_coords;\n" 109 "varying mediump vec4 v_coords;\n\n" 116 "varying mediump vec4 v_color;\n\n" 126 src << "attribute highp vec4 a_position;\n" 127 << "attribute highp vec4 a_coords;\n" 128 << "varying mediump vec4 v_color;\n"; 131 src << "varying mediump vec4 v_coords;\n" [all...] |
es2fDepthStencilTests.cpp | 56 using tcu::Vec4; 162 tcu::Vec4 color; 176 const tcu::Vec4& color_, 190 tcu::Vec4 color; 266 clearCommands.push_back(ClearCommand(rr::WindowRectangle(0, 0, target.width, target.height), GL_COLOR_BUFFER_BIT, Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0)); 294 clearCommands.push_back(ClearCommand(cellL1Rect, GL_STENCIL_BUFFER_BIT, Vec4(0), stencilValue)); 325 cmd.color = Vec4(0.0f, 0.0f, colorStep*ndx, 0.0f); 350 cmd.color = Vec4(0.0f, colorStep*(ndx+1), 0.0f, 0.0f); 623 testCmd.color = Vec4(1.0f, 0.0f, 0.0f, 1.0f); [all...] |
es2fFboRenderTest.cpp | 50 using tcu::Vec4; 73 "attribute highp vec4 a_position;\n" 79 "uniform mediump vec4 u_color;\n" 87 void setColor (sglr::Context& gl, deUint32 program, const tcu::Vec4& color) 101 const tcu::Vec4 color(m_uniforms[0].value.f4); 122 "attribute highp vec4 a_position;\n" 162 const tcu::Vec4 v_coord = rr::readVarying<float>(packets[packetNdx], context, 0, fragNdx); 183 "attribute highp vec4 a_position;\n" 225 const tcu::Vec4 v_coord = rr::readVarying<float>(packets[packetNdx], context, 0, fragNdx); 560 Vec4 clearColor (0.125f, 0.25f, 0.5f, 1.0f) [all...] |
/external/deqp/modules/gles3/performance/ |
es3pBufferDataUploadTests.cpp | 65 "in highp vec4 a_position;\n" 72 "layout(location = 0) out mediump vec4 dEQP_FragColor;\n" 75 " dEQP_FragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" 79 "in highp vec4 a_position;\n" 80 "in highp vec4 a_color;\n" 81 "out highp vec4 v_color;\n" 89 "layout(location = 0) out mediump vec4 dEQP_FragColor;\n" 90 "in mediump vec4 v_color;\n" [all...] |
es3pShaderOptimizationTests.cpp | 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) [all...] |
/external/deqp/modules/egl/ |
teglGLES2SharingTests.cpp | 347 "\tgl_Position = vec4(a_pos, 0.0, 1.0);\n" 354 "\tgl_FragColor = vec4(v_color, v_color, v_color, 1.0);\n" 496 tcu::fillWithComponentGradients(m_texture.getLevel(0), tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f), tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f)); 523 "\tgl_Position = vec4(a_pos, 0.0, 1.0);\n" 617 tcu::Vec4 color = m_texture.sample(tcu::Sampler(tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::REPEAT_GL, tcu::Sampler::LINEAR, tcu::Sampler::LINEAR), t, s, lod); 654 "attribute mediump vec4 a_color;\n" 655 "varying mediump vec4 v_color;\n" 659 "\tgl_Position = vec4(a_pos, 0.0, 1.0);\n" 663 "varying mediump vec4 v_color;\n [all...] |
/external/deqp/modules/glshared/ |
glsRandomShaderProgram.cpp | 194 const tcu::Vec4 attribValue = rr::readVertexAttribFloat(inputs[attribNdx], packet->instanceNdx, packet->vertexNdx); 275 const tcu::Vec4 varValue = rr::readVarying<float>(packet, context, varNdx, fragNdx); 294 const tcu::Vec4 color (fragColorAccess.component(0).asFloat(srcNdx),
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/external/deqp/framework/referencerenderer/ |
rrRenderState.hpp | 245 tcu::Vec4 blendColor; //!< Components should be in range [0, 1].
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/external/deqp/framework/common/ |
tcuBilinearImageCompare.cpp | 197 clear(errorMask, Vec4(0.0f, 1.0f, 0.0f, 1.0f)); 209 errorMask.setPixel(Vec4(1.0f, 0.0f, 0.0f, 1.0f), x, y);
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/external/deqp/modules/gles31/functional/ |
es31fAdvancedBlendTests.cpp | 58 using tcu::Vec4; 213 "in highp vec4 a_position;\n" 214 "in mediump vec4 a_color;\n" 215 "out mediump vec4 v_color;\n" 223 "in mediump vec4 v_color;\n" 225 "layout(location = 0) out mediump vec4 o_color;\n" 366 static tcu::Vec4 randomColor (de::Random* rnd) 376 return tcu::Vec4(r, g, b, a); 400 vector<Vec4> colors (numQuads*4); 402 for (vector<Vec4>::iterator col = colors.begin(); col != colors.end(); ++col [all...] |
es31fLayoutBindingTests.cpp | 48 using tcu::Vec4; 88 "in highp vec4 a_position;\n" 101 << "in highp vec4 a_position;\n" 102 << "out highp vec4 v_color;\n" 107 << " highp vec4 color;\n\n" 128 "in highp vec4 v_color;\n" 129 "layout(location = 0) out highp vec4 fragColor;\n" 144 << "layout(location = 0) out highp vec4 fragColor;\n" 149 << " highp vec4 color;\n\n" 160 << "in highp vec4 v_color;\n [all...] |
es31fTextureGatherTests.cpp | 58 using tcu::Vec4; 86 static void fillWithRandomColorTiles (const PixelBufferAccess& dst, const Vec4& minVal, const Vec4& maxVal, deUint32 seed) 100 Vec4 color; 527 static Vec4 gatherOffsetsCompare (const tcu::Texture2DView& texture, const tcu::Sampler& sampler, float refZ, const Vec2& coord, const IVec2 (&offsets)[4]) 532 static Vec4 gatherOffsetsCompare (const tcu::Texture2DArrayView& texture, const tcu::Sampler& sampler, float refZ, const Vec3& coord, const IVec2 (&offsets)[4]) 537 static Vec4 gatherOffsetsCompare (const tcu::TextureCubeView& texture, const tcu::Sampler& sampler, float refZ, const Vec3& coord, const IVec2 (&offsets)[4]) 564 const Vec4& result) 679 const Vec4 resultPix = result.getPixel(px, py); 680 const Vec4 idealPix = gatherOffsetsCompare(texture, sampler, refZ, texCoord, offsets) [all...] |
/external/deqp/framework/opengl/simplereference/ |
sglrReferenceContext.cpp | 47 using tcu::Vec4; 380 , m_currentAttribs (m_limits.maxVertexAttribs, rr::GenericVec4(tcu::Vec4(0, 0, 0, 1))) 394 m_emptyTex1D.getLevel(0).setPixel(Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0, 0); 402 m_emptyTex2D.getLevel(0).setPixel(Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0, 0); 412 m_emptyTexCube.getFace(0, (tcu::CubeFace)face).setPixel(Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0, 0); 421 m_emptyTex2DArray.getLevel(0).setPixel(Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0, 0); 430 m_emptyTex3D.getLevel(0).setPixel(Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0, 0); 439 m_emptyTexCubeArray.getLevel(0).setPixel(Vec4(0.0f, 0.0f, 0.0f, 1.0f), 0, 0, faceNdx); [all...] |
/external/deqp/modules/gles2/performance/ |
es2pShaderOptimizationTests.cpp | 43 using tcu::Vec4; 133 return ProgramData(glu::ProgramSources() << glu::VertexSource( "attribute " + vtxPrec + " vec4 a_position;\n" 134 "attribute " + vtxPrec + " vec4 a_value;\n" 135 "varying " + fragPrec + " vec4 v_value;\n" 140 " " + vtxPrec + " vec4 value = a_value;\n" 145 << glu::FragmentSource( "varying " + fragPrec + " vec4 v_value;\n" 149 " " + fragPrec + " vec4 value = v_value;\n" 154 Vec4(1.0f, 0.0f, 0.0f, 0.0f), 155 Vec4(0.0f, 1.0f, 0.0f, 0.0f), 156 Vec4(0.0f, 0.0f, 1.0f, 0.0f) [all...] |
es2pTextureUploadTests.cpp | 59 using tcu::Vec4; 164 " gl_Position = vec4(a_pos, 0.5, 1.0);\n" 225 tcu::fillWithComponentGradients(access, tcu::Vec4(0.0f, 0.0f, 0.0f, 0.0f), tcu::Vec4(1.0f, 1.0f, 1.0f, 1.0f));
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