/external/deqp/modules/glshared/ |
glsStateQueryUtil.hpp | 410 void verifyFloatVec4 (tcu::ResultCollector& result, QueriedState& state, const tcu::Vec4& expected); 438 void verifyStateTextureParamFloatVec4 (tcu::ResultCollector& result, glu::CallLogWrapper& gl, glw::GLenum target, glw::GLenum pname, const tcu::Vec4& expected, QueryType type); 447 void verifyStateSamplerParamFloatVec4 (tcu::ResultCollector& result, glu::CallLogWrapper& gl, glw::GLuint sampler, glw::GLenum pname, const tcu::Vec4& expected, QueryType type);
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glsShaderPerformanceCase.cpp | 32 using tcu::Vec4;
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glsStateQueryUtil.cpp | 258 buf << "Boolean vec4 value was not neither GL_TRUE nor GL_FALSE, got ("; [all...] |
/external/deqp/modules/gles2/functional/ |
es2fTextureWrapTests.cpp | 145 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));
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es2fShaderStructTests.cpp | 61 typedef void (*SetupUniformsFunc) (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords); 72 virtual void setupUniforms (int programID, const tcu::Vec4& constCoords); 144 void ShaderStructCase::setupUniforms (int programID, const tcu::Vec4& constCoords) 154 "attribute highp vec4 a_position;\n" 155 "attribute highp vec4 a_coords;\n" 156 "varying mediump vec4 v_coords;\n\n" 163 "varying mediump vec4 v_color;\n\n" 174 "attribute highp vec4 a_position;\n" 175 "attribute highp vec4 a_coords;\n" 176 "varying mediump vec4 v_color;" [all...] |
es2fDepthStencilClearTests.cpp | 52 using tcu::Vec4; 169 "attribute highp vec4 a_position;\n" 176 "uniform mediump vec4 u_color;\n" 415 rowAccess.setPixel(Vec4(1.0f), x, 0);
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es2fShaderIndexingTests.cpp | 155 virtual void setupUniforms (int programID, const Vec4& constCoords); 198 void ShaderIndexingCase::setupUniforms (int programID, const Vec4& constCoords) 237 Vec4 arr[4]; 254 vtx << "attribute highp vec4 a_position;\n"; 255 vtx << "attribute highp vec4 a_coords;\n"; 336 frag << " gl_FragColor = vec4(res${PADDING});\n"; 380 vtx << "attribute highp vec4 a_position;\n"; 381 vtx << "attribute highp vec4 a_coords;\n"; 385 vtx << "varying mediump vec4 v_color;\n"; 386 frag << "varying mediump vec4 v_color;\n" [all...] |
es2fShaderLoopTests.cpp | 221 virtual void setupUniforms (int programID, const Vec4& constCoords); 267 void ShaderLoopCase::setupUniforms (int programID, const Vec4& constCoords) 281 vtx << "attribute highp vec4 a_position;\n"; 282 vtx << "attribute highp vec4 a_coords;\n"; 294 vtx << "varying mediump vec4 v_coords;\n"; 295 frag << "varying mediump vec4 v_coords;\n"; 332 vtx << " ${PRECISION} vec4 coords = a_coords;\n"; 334 frag << " ${PRECISION} vec4 coords = v_coords;\n"; 355 op << " ${PRECISION} vec4 res = coords;\n"; 438 frag << " gl_FragColor = vec4(v_color.rgb, 1.0);\n" [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderOperatorTests.cpp | 201 inline Vec4 sequenceNoSideEffCase0 (const Vec4& in0, const Vec4& in1, const Vec4& in2) { DE_UNREF(in2); return in1 + in0; } 206 // Reference for expression "in0 + vec4(in1), in2, in1" 207 inline IVec4 sequenceNoSideEffCase3 (const Vec4& in0, const IVec4& in1, const BVec4& in2) { DE_UNREF(in0); DE_UNREF(in2); return in1; } 209 inline Vec4 sequenceSideEffCase0 (const Vec4& in0, const Vec4& in1, const Vec4& in2) { DE_UNREF(in1); return in0 + 1.0f + in2; [all...] |
es3fShaderStructTests.cpp | 54 typedef void (*SetupUniformsFunc) (const glw::Functions& gl, deUint32 programID, const tcu::Vec4& constCoords); 65 virtual void setupUniforms (int programID, const tcu::Vec4& constCoords); 111 void ShaderStructCase::setupUniforms (int programID, const tcu::Vec4& constCoords) 122 "in highp vec4 a_position;\n" 123 "in highp vec4 a_coords;\n" 124 "out mediump vec4 v_coords;\n\n" 132 "in mediump vec4 v_color;\n" 133 "layout(location = 0) out mediump vec4 o_color;\n\n" 145 "in highp vec4 a_position;\n" 146 "in highp vec4 a_coords;\n [all...] |
es3fShaderMatrixTests.cpp | 66 using tcu::Vec4; 83 static const Vec4 s_constInVec4[2] = { Vec4(1.4f, 0.2f, -0.5f, 0.7f), Vec4(0.2f, -1.0f, 0.5f, 0.8f) }; 267 DECLARE_TYPE_TRAIT(TYPE_FLOAT_VEC4, tcu::Vec4); 499 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; } 514 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); } 610 inline tcu::Vec3 reduceToVec3 (const tcu::Vec4& value) { return tcu::Vec3(value.x(), value.y(), value.z()+value.w()); } [all...] |
es3fDepthStencilClearTests.cpp | 52 using tcu::Vec4; 170 "in highp vec4 a_position;\n" 178 "uniform mediump vec4 u_color;\n" 179 "layout(location = 0) out mediump vec4 o_color;\n" 418 rowAccess.setPixel(Vec4(1.0f), x, 0);
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es3fShaderLoopTests.cpp | 216 virtual void setupUniforms (int programID, const Vec4& constCoords); 235 void ShaderLoopCase::setupUniforms (int programID, const Vec4& constCoords) 252 vtx << "in highp vec4 a_position;\n"; 253 vtx << "in highp vec4 a_coords;\n"; 254 frag << "layout(location = 0) out mediump vec4 o_color;\n"; 266 vtx << "out mediump vec4 v_coords;\n"; 267 frag << "in mediump vec4 v_coords;\n"; 304 vtx << " ${PRECISION} vec4 coords = a_coords;\n"; 306 frag << " ${PRECISION} vec4 coords = v_coords;\n"; 327 op << " ${PRECISION} vec4 res = coords;\n" [all...] |
es3fReadPixelsTests.cpp | 116 "\tgl_Position = vec4(i_coord, 0.0, 1.0);\n" 130 fragmentSource << "layout(location = 0) out mediump vec4 o_color;\n"; 141 fragmentSource << "\to_color = vec4(0.0, 0.0, 0.0, 1.0);\n"; 198 reference.getLevel(0).setPixel(tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f), x, y); 273 tcu::clear(reference.getLevel(0), tcu::Vec4(red, green, blue, alpha)); 392 if (tcu::floatThresholdCompare(m_testCtx.getLog(), "Result", "Result", reference.getLevel(0), resultAccess, tcu::Vec4(redThreshold, greenThreshold, blueThreshold, alphaThreshold), tcu::COMPARE_LOG_RESULT))
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es3fShaderIndexingTests.cpp | 146 virtual void setupUniforms (int programID, const Vec4& constCoords); 168 void ShaderIndexingCase::setupUniforms (int programID, const Vec4& constCoords) 207 Vec4 arr[4]; 225 vtx << "in highp vec4 a_position;\n"; 226 vtx << "in highp vec4 a_coords;\n"; 274 frag << "layout(location = 0) out mediump vec4 o_color;\n"; 309 frag << " o_color = vec4(res${PADDING});\n"; 345 vtx << "in highp vec4 a_position;\n"; 346 vtx << "in highp vec4 a_coords;\n"; 347 frag << "layout(location = 0) out mediump vec4 o_color;\n" [all...] |
/external/deqp/modules/gles31/functional/ |
es31fUniformLocationTests.cpp | 262 << "in highp vec4 a_position;\n" 263 << "out highp vec4 v_color;\n"; 268 << "in highp vec4 v_color;\n" 269 << "layout(location = 0) out mediump vec4 o_color;\n\n"; 273 << " v_color = vec4(1.0);\n"; 437 using tcu::Vec4; 439 const Vec4 threshold (0.1f, 0.1f, 0.1f, 0.1f); 440 const Vec4 reference (1.0f, 1.0f, 1.0f, 1.0f); 446 const Vec4 diff = abs(access.getPixel(x, y) - reference); 507 tcu::clear(tex->getRefTexture().getLevel(0), tcu::Vec4(redChannelValue, 0.0f, 0.0f, 1.0f)) [all...] |
es31fDrawBuffersIndexedTests.cpp | 72 using tcu::Vec4; 320 const Vec4 color (red, green, blue, alpha); 359 const Vec4 color (red, green, blue, alpha); 372 const Vec4 color (red, green, blue, alpha); 431 Vec4 getFixedPointFormatThreshold (const tcu::TextureFormat& sourceFormat, const tcu::TextureFormat& readPixelsFormat) 445 return Vec4(3.0f) / ((tcu::Vector<deUint64, 4>(1) << (tcu::min(srcBits, readBits).cast<deUint64>())) - tcu::Vector<deUint64, 4>(1)).cast<float>(); 487 const Vec4 threshold = getFixedPointFormatThreshold(format, result.getFormat()); 672 packet.outputs[0] = 0.5f * (Vec4(1.0f) + rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx)); 741 const Vec4 color (values[(m_drawBufferNdx + 0) % 4], 848 "\tgl_Position = vec4(i_coord, 0.0, 1.0);\n [all...] |
es31fTextureFormatTests.cpp | 286 tcu::Vec4 colorA (spec.valueMin.x(), spec.valueMax.y(), spec.valueMin.z(), spec.valueMax.w()); 287 tcu::Vec4 colorB (spec.valueMax.x(), spec.valueMin.y(), spec.valueMax.z(), spec.valueMin.w());
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es31fSampleVariableTests.cpp | 59 : m_color (tcu::Vec4(_color.x(), _color.y(), _color.z(), 1.0f)) 65 : m_color (tcu::Vec4(_color.x(), _color.y(), _color.z(), 1.0f)) 207 tcu::clear(errorMask.getAccess(), tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f)); 311 "layout(location = 0) out mediump vec4 fragColor;\n" 314 " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" 316 " fragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" 387 "layout(location = 0) out mediump vec4 fragColor;\n" 391 " fragColor = vec4(1.0, 0.0, 0.0, 1.0);\n" 393 " fragColor = vec4(0.0, 1.0, 0.0, 1.0);\n" 473 "layout(location = 0) out mediump vec4 fragColor;\n [all...] |
es31fOpaqueTypeIndexingTests.cpp | 577 const tcu::Vec4 reference = refTexAccess.getPixel(texNdx, 0); 579 const tcu::Vec4 result (floatPtr[0], floatPtr[1], floatPtr[2], floatPtr[3]); 581 isOk = boolAll(lessThanEqual(abs(reference-result), tcu::Vec4(threshold))); [all...] |
es31fCopyImageTests.cpp | 69 using tcu::Vec4; 427 const Vec4 color (red, green, blue, alpha); 662 const tcu::Vec4 color = texelAccess.getPixel(0, 0, 0); 691 const tcu::Vec4 color = texelAccess.getPixel(0, 0, 0); [all...] |
/external/deqp/framework/randomshaders/ |
rsgExpression.cpp | [all...] |
/external/deqp/framework/platform/null/ |
tcuNullRenderContext.cpp | 509 const tcu::Vec4 clearColor (0.0f, 0.0f, 0.0f, 1.0f); // black
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/external/deqp/modules/gles31/stress/ |
es31sTessellationGeometryInteractionTests.cpp | 242 const int numComponentsPerVertex = 8; // vec4 pos, vec4 color 384 tcu::clear(errorMask.getAccess(), tcu::Vec4(0.0f, 1.0f, 0.0f, 1.0f)); 426 "in highp vec4 a_position;\n" 436 "flat in mediump vec4 v_color;\n" 437 "layout(location = 0) out mediump vec4 fragColor;\n" 480 " gl_Position = vec4(gl_TessCoord.x * 2.0 - 1.0, gl_TessCoord.y * 2.0 - 1.0, 0.0, 1.0);\n" 498 "flat out highp vec4 v_color;\n" 507 " vec4 aabb = vec4(min(gl_in[0].gl_Position.x, min(gl_in[1].gl_Position.x, gl_in[2].gl_Position.x)),\n [all...] |
/external/deqp/modules/gles3/stress/ |
es3sDrawTests.cpp | 54 "in highp vec4 a_position;\n" 60 "layout(location = 0) out mediump vec4 fragColor;\n" 63 " fragColor = vec4(1.0, 1.0, 1.0, 1.0);\n" 111 std::vector<tcu::Vec4> data (m_bufferedElements); // !< some junk data to make sure buffer is really allocated 119 gl.bufferData(GL_ARRAY_BUFFER, int(m_bufferedElements * sizeof(tcu::Vec4)), &data[0], GL_STATIC_DRAW);
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