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  /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);
glsShaderPerformanceCase.cpp 32 using tcu::Vec4;
glsStateQueryUtil.cpp 258 buf << "Boolean vec4 value was not neither GL_TRUE nor GL_FALSE, got (";
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  /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));
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;"
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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);
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"
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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"
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  /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;
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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
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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()); }
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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);
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 << " ${PRECISION} vec4 res = coords;\n"
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es3fReadPixelsTests.cpp 116 "\tgl_Position = vec4(i_coord, 0.0, 1.0);\n"
130 fragmentSource << "layout(location = 0) out mediump vec4 o_color;\n";
141 fragmentSource << "\to_color = vec4(0.0, 0.0, 0.0, 1.0);\n";
198 reference.getLevel(0).setPixel(tcu::Vec4(0.0f, 0.0f, 0.0f, 1.0f), x, y);
273 tcu::clear(reference.getLevel(0), tcu::Vec4(red, green, blue, alpha));
392 if (tcu::floatThresholdCompare(m_testCtx.getLog(), "Result", "Result", reference.getLevel(0), resultAccess, tcu::Vec4(redThreshold, greenThreshold, blueThreshold, alphaThreshold), tcu::COMPARE_LOG_RESULT))
es3fShaderIndexingTests.cpp 146 virtual void setupUniforms (int programID, const Vec4& constCoords);
168 void ShaderIndexingCase::setupUniforms (int programID, const Vec4& constCoords)
207 Vec4 arr[4];
225 vtx << "in highp vec4 a_position;\n";
226 vtx << "in highp vec4 a_coords;\n";
274 frag << "layout(location = 0) out mediump vec4 o_color;\n";
309 frag << " o_color = vec4(res${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"
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  /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))
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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
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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());
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
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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)));
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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);
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  /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
  /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
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  /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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