/external/deqp/modules/glshared/ |
glsTextureTestUtil.cpp | 452 int triNdx = xf + yf >= 1.0f ? 1 : 0; // Top left fill rule. 453 float triX = triNdx ? 1.0f-xf : xf; 454 float triY = triNdx ? 1.0f-yf : yf; 456 float s = triangleInterpolate(triS[triNdx].x(), triS[triNdx].y(), triS[triNdx].z(), triX, triY); 457 float lod = triLod[triNdx]; 488 int triNdx = xf + yf >= 1.0f ? 1 : 0; // Top left fill rule. 489 float triX = triNdx ? 1.0f-xf : xf; 490 float triY = triNdx ? 1.0f-yf : yf [all...] |
glsRasterizationTestUtil.cpp | 704 for (int triNdx = (int)scene.triangles.size() - 1; triNdx >= 0; --triNdx) 706 const CoverageType coverage = calculateTriangleCoverage(scene.triangles[triNdx].positions[0], 707 scene.triangles[triNdx].positions[1], 708 scene.triangles[triNdx].positions[2], 717 const InterpolationRange weights = interpolator.interpolate(triNdx, tcu::IVec2(x, y), viewportSize, multisampled, subPixelBits); [all...] |
glsLongStressCase.cpp | [all...] |
/external/deqp/modules/gles2/accuracy/ |
es2aVaryingInterpolationTests.cpp | 82 int triNdx = nx + ny >= 1.0f ? 1 : 0; 83 float triNx = triNdx ? 1.0f - nx : nx; 84 float triNy = triNdx ? 1.0f - ny : ny; 86 float r = projectedTriInterpolate(triR[triNdx], triW[triNdx], triNx, triNy) * scale[0] + bias[0]; 87 float g = projectedTriInterpolate(triG[triNdx], triW[triNdx], triNx, triNy) * scale[1] + bias[1]; 88 float b = projectedTriInterpolate(triB[triNdx], triW[triNdx], triNx, triNy) * scale[2] + bias[2];
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/external/deqp/modules/gles3/accuracy/ |
es3aVaryingInterpolationTests.cpp | 85 int triNdx = nx + ny >= 1.0f ? 1 : 0; 86 float triNx = triNdx ? 1.0f - nx : nx; 87 float triNy = triNdx ? 1.0f - ny : ny; 89 float r = projectedTriInterpolate(triR[triNdx], triW[triNdx], triNx, triNy) * scale[0] + bias[0]; 90 float g = projectedTriInterpolate(triG[triNdx], triW[triNdx], triNx, triNy) * scale[1] + bias[1]; 91 float b = projectedTriInterpolate(triB[triNdx], triW[triNdx], triNx, triNy) * scale[2] + bias[2];
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/external/deqp/modules/gles2/functional/ |
es2fShaderInvarianceTests.cpp | 212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) 218 triangles[triNdx*3 + 0] = vertex1; 219 triangles[triNdx*3 + 1] = vertex2; 220 triangles[triNdx*3 + 2] = vertex3; 224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) 226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd) [all...] |
/external/deqp/modules/gles3/functional/ |
es3fShaderInvarianceTests.cpp | 212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) 218 triangles[triNdx*3 + 0] = vertex1; 219 triangles[triNdx*3 + 1] = vertex2; 220 triangles[triNdx*3 + 2] = vertex3; 224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) 226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd) [all...] |
es3fShaderBuiltinVarTests.cpp | 829 const int triNdx = vtxNdx/3; 830 const int quadNdx = triNdx/2; 837 if (triNdx%2 == 0) [all...] |
es3fTransformFeedbackTests.cpp | 694 int triNdx = outNdx/3; 696 return (triNdx%2 != 0 && vtxNdx < 2) ? (triNdx+1-vtxNdx) : (triNdx+vtxNdx); [all...] |
/external/deqp/modules/gles31/functional/ |
es31fMultisampleTests.cpp | 500 for (int triNdx = 0; triNdx < numTriangles; triNdx++) 502 const float angle0 = 2.0f*DE_PI * (float)triNdx / (float)numTriangles; 503 const float angle1 = 2.0f*DE_PI * ((float)triNdx + 0.5f) / (float)numTriangles; 504 const Vec4 color = Vec4(0.4f + (float)triNdx/(float)numTriangles*0.6f, 505 0.5f + (float)triNdx/(float)numTriangles*0.3f, 506 0.6f - (float)triNdx/(float)numTriangles*0.5f, 507 0.7f - (float)triNdx/(float)numTriangles*0.7f); 516 const GLbitfield rawMask = (GLbitfield)deUint32Hash(wordNdx * 32 + triNdx); [all...] |
es31fTessellationTests.cpp | [all...] |
/external/deqp/modules/egl/ |
teglRenderTests.cpp | 172 for (int triNdx = 0; triNdx < drawOp.count; triNdx++) 179 tcu::Vec4& position = drawOp.positions[triNdx*3 + coordNdx]; 180 tcu::Vec4& color = drawOp.colors[triNdx*3 + coordNdx]; 197 tcu::Vec4& p0 = drawOp.positions[triNdx*3 + 0]; 198 tcu::Vec4& p1 = drawOp.positions[triNdx*3 + 1]; 199 tcu::Vec4& p2 = drawOp.positions[triNdx*3 + 2]; [all...] |