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Lines Matching refs:DATATYPE

217 	ShaderInput (InputType inputType_, DataType dataType_, Precision precision_)
219 , dataType (dataType_)
225 DataType dataType;
258 #define DECLARE_TYPE_TRAIT(DATATYPE, TYPE) \
260 struct TypeTraits<DATATYPE> { \
1191 switch (PACK_EVAL_CASE(op, in0.dataType, in1.dataType))
1392 std::string genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName);
1421 bool isInDynMat0 = isDataTypeMatrix(m_in0.dataType) && m_in0.inputType == INPUTTYPE_DYNAMIC;
1422 bool isInDynMat1 = isDataTypeMatrix(m_in1.dataType) && m_in1.inputType == INPUTTYPE_DYNAMIC;
1425 DataType resultType = TYPE_LAST;
1437 if (m_op == OP_MUL && isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType))
1439 resultType = getDataTypeMatrix(getDataTypeMatrixNumColumns(m_in1.dataType), getDataTypeMatrixNumRows(m_in0.dataType));
1443 resultType = getDataTypeMatrix(getDataTypeScalarSize(m_in1.dataType), getDataTypeScalarSize(m_in0.dataType));
1447 dataType), getDataTypeMatrixNumColumns(m_in0.dataType));
1451 resultType = m_in0.dataType;
1460 resultType = m_in0.dataType;
1462 else if (isDataTypeMatrix(m_in0.dataType) && isDataTypeMatrix(m_in1.dataType))
1464 DE_ASSERT(m_in0.dataType == m_in1.dataType);
1465 resultType = m_in0.dataType;
1467 else if (isDataTypeMatrix(m_in0.dataType) || isDataTypeMatrix(m_in1.dataType))
1469 int matNdx = isDataTypeMatrix(m_in0.dataType) ? 0 : 1;
1470 DataType matrixType = matNdx == 0 ? m_in0.dataType : m_in1.dataType;
1471 DataType otherType = matNdx == 0 ? m_in1.dataType : m_in0.dataType;
1502 const char* typeName = getDataTypeName(in.dataType);
1509 if (isDataTypeMatrix(in.dataType))
1520 inValue = string(m_isVertexCase ? "a_" : "v_") + getDataTypeName(in.dataType);
1546 switch (in.dataType)
1716 std::string ShaderMatrixCase::genGLSLMatToVec3Reduction (const glu::DataType& matType, const char* varName)
1760 switch (in.dataType)
1841 static const DataType matrixTypes[] =
1885 DataType matType = matrixTypes[matTypeNdx];
1908 DataType colVecType = getDataTypeFloatVec(numCols);
1915 DataType rowVecType = getDataTypeFloatVec(numRows);
1929 inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(otherMatIn.dataType) + "_vertex").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, true));
1930 inGroup->addChild(new ShaderMatrixCase(m_context, (baseName + getDataTypeName(otherMatIn.dataType) + "_fragment").c_str(), "Matrix-matrix case", matIn, otherMatIn, op, false));