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  /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;
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);
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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);
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);
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);
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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
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  /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"
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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))
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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;
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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);
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"
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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);
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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)
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  /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"
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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)
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  /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
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  /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),
  /external/deqp/framework/referencerenderer/
rrRenderState.hpp 245 tcu::Vec4 blendColor; //!< Components should be in range [0, 1].
  /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);
  /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
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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
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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)
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  /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);
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  /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)
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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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1 2 3 4 5 6 78 91011