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Lines Matching refs:DATATYPE

112 	ShaderInput (InputType inputType_, DataType dataType_, Precision precision_)
114 , dataType (dataType_)
120 DataType dataType;
150 #define DECLARE_TYPE_TRAIT(DATATYPE, TYPE) \
152 struct TypeTraits<DATATYPE> { \
654 switch (PACK_EVAL_CASE(op, in0Type, in0.dataType, in1Type, in1.dataType))
748 std::string genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName);
775 bool isInDynMat0 = isDataTypeMatrix(m_in0.dataType) && m_in0.inputType == INPUTTYPE_DYNAMIC;
776 bool isInDynMat1 = isDataTypeMatrix(m_in1.dataType) && m_in1.inputType == INPUTTYPE_DYNAMIC;
779 DataType resultType = TYPE_LAST;
791 if (isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType))
793 DE_ASSERT(m_in0.dataType == m_in1.dataType);
794 resultType = m_in0.dataType;
799 resultType = m_in0.dataType;
803 int matNdx = isDataTypeMatrix(m_in0.dataType) ? 0 : 1;
804 DataType matrixType = matNdx == 0 ? m_in0.dataType : m_in1.dataType;
805 DataType otherType = matNdx == 0 ? m_in1.dataType : m_in0.dataType;
828 const char* typeName = getDataTypeName(in.dataType);
835 if (isDataTypeMatrix(in.dataType))
846 inValue = string(m_isVertexCase ? "a_" : "v_") + getDataTypeName(in.dataType);
872 switch (in.dataType)
1024 std::string ShaderMatrixCase::genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName)
1062 switch (in.dataType)
1131 static const DataType matrixTypes[] =
1160 DataType matType = matrixTypes[matTypeNdx];
1181 DataType vecType = getDataTypeFloatVec(getDataTypeMatrixNumColumns(matType));