Home | History | Annotate | Download | only in glshared

Lines Matching defs:to

13  * Unless required by applicable law or agreed to in writing, software
304 // component counts need not to match
419 inline T to (void) const { return (T)m_value; }
460 inline T to (void) const { return (T)halfToFloat(m_value); }
493 inline T to (void) const { return (T)m_value; }
587 return h.to<float>();
591 return d.to<float>();
674 return GLValue::Float::create(min + deRandom_getFloat(&rnd) * (max.to<float>() - min.to<float>()));
683 return GLValue::Double::create(min + deRandom_getFloat(&rnd) * (max.to<float>() - min.to<float>()));
692 return GLValue::Short::create((min == max ? min : (deInt16)(min + (deRandom_getUint32(&rnd) % (max.to<int>() - min.to<int>())))));
701 return GLValue::Ushort::create((min == max ? min : (deUint16)(min + (deRandom_getUint32(&rnd) % (max.to<int>() - min.to<int>())))));
710 return GLValue::Byte::create((min == max ? min : (deInt8)(min + (deRandom_getUint32(&rnd) % (max.to<int>() - min.to<int>())))));
719 return GLValue::Ubyte::create((min == max ? min : (deUint8)(min + (deRandom_getUint32(&rnd) % (max.to<int>() - min.to<int>())))));
728 return GLValue::Fixed::create((min == max ? min : min + (deRandom_getUint32(&rnd) % (max.to<deUint32>() - min.to<deUint32>()))));
737 float fMax = max.to<float>();
738 float fMin = min.to<float>();
749 return GLValue::Int::create((min == max ? min : min + (deRandom_getUint32(&rnd) % (max.to<deUint32>() - min.to<deUint32>()))));
758 return GLValue::Uint::create((min == max ? min : min + (deRandom_getUint32(&rnd) % (max.to<deUint32>() - min.to<deUint32>()))));
861 return GLValue::Float::create(std::fabs(val.to<float>()));
867 return GLValue::Double::create(std::fabs(val.to<float>()));
885 return GLValue::Half::create(std::fabs(val.to<float>()));
1254 // Pass color to FS
1678 // Try to not create vertex near previous
1785 // Try not to generate same index as any of previous two. This prevents
2047 // index offset must be converted to firstIndex by dividing with the index element size
2236 // packed -> non-float (packed formats are converted to floats)
3005 // index offset must be convertable to firstIndex
3241 const bool updateProgram = (m_iteration == 0) || (drawStep && !checkSpecsShaderCompatible(m_specs[specNdx], m_specs[specNdx-1])); // try to use the same shader in all iterations
3253 const size_t primitiveElementCount = getElementCount(spec.primitive, spec.primitiveCount); // !< elements to be drawn
3378 m_result.addResult(QP_TEST_RESULT_COMPATIBILITY_WARNING, "Failed to draw with unaligned buffers.");
3380 m_result.addResult(QP_TEST_RESULT_COMPATIBILITY_WARNING, "Failed to draw with unaligned stride.");
3392 m_result.addResult(QP_TEST_RESULT_COMPATIBILITY_WARNING, "Failed to draw with unaligned buffers.");
3394 to draw with unaligned stride.");
3419 const int roundingDifference = 2 * renderTargetDifference; // src and dst pixels rounded to different directions
3449 // => no dithering to worry about
3489 // make triangle coverage and error pixels obvious by converting coverage to grayscale
3594 const bool isOkReferencePixel = directMatch || pixelNeighborhoodContainsColor(result, x, y, refPixel, compareThreshold); // screen image has a matching pixel nearby (~= If something is drawn on reference, it must be drawn to screen too.)
3595 const bool isOkScreenPixel = directMatch || pixelNeighborhoodContainsColor(reference, x, y, screenPixel, compareThreshold); // reference image has a matching pixel nearby (~= If something is drawn on screen, it must be drawn to reference too.)
3599 // pixel valid, write greenish pixels to make the result image easier to read
3619 // pixel valid, write greenish pixels to make the result image easier to read
3689 const bool isOkScreenPixel = directMatch || pixelNeighborhoodContainsColor(reference, x, y, screenPixel, compareThreshold); // reference image has a matching pixel nearby (~= If something is drawn on screen, it must be drawn to reference too.)
3690 const bool isOkReferencePixel = directMatch || pixelNeighborhoodContainsColor(result, x, y, refPixel, compareThreshold); // screen image has a matching pixel nearby (~= If something is drawn on reference, it must be drawn to screen too.)
3694 // pixel valid, write greenish pixels to make the result image easier to read
3716 // pixel valid, write greenish pixels to make the result image easier to read
3773 const int maxAllowedInvalidPixelsWithPoints = 0; //!< points are unlikely to have overlapping fragments
3774 const int maxAllowedInvalidPixelsWithLines = 5; //!< line are allowed to have a few bad pixels
3781 // Point are extremely unlikely to have overlapping regions, don't allow any no extra / missing pixels
3811 // Triangles are likely to partially or fully overlap. Pixel difference comparison is fragile in pixels