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    Searched refs:DE_PI (Results 1 - 21 of 21) sorted by null

  /external/deqp/framework/randomshaders/
rsgBuiltinFunctions.hpp 235 inMin = (outMin >= -1.0f) ? deFloatAsin(outMin) : -0.5f*DE_PI;
236 inMax = (outMax <= +1.0f) ? deFloatAsin(outMax) : +0.5f*DE_PI;
260 inMax = (outMin >= -1.0f) ? deFloatAcos(outMin) : +DE_PI;
261 inMin = (outMax <= +1.0f) ? deFloatAcos(outMax) : -DE_PI;
311 const float rangeMin = -DE_PI/2.0f;
312 const float rangeMax = +DE_PI/2.0f;
340 const float rangeMax = DE_PI;
  /external/deqp/modules/gles2/functional/
es2fMultisampleTests.cpp 514 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles + 0.001f*(float)m_currentIteration;
515 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles + 0.001f*(float)m_currentIteration;
551 float angle = 2.0f*DE_PI * (float)i / (float)numLines + 0.001f*(float)m_currentIteration;
673 float angle = 0.5f * DE_PI * (float)(m_currentIteration-1) / (float)(m_numIterations-1);
747 float angle = 0.5f * DE_PI * (float)(m_currentIteration-1) / (float)(m_numIterations-1);
928 float angle = 2.0f * DE_PI * (float)i / (float)numPolygons + 0.001f*(float)m_currentIteration;
929 Vec3 pt0 (3.0f*deFloatCos(angle + 2.0f*DE_PI*0.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*0.0f/3.0f), 1.0f);
930 Vec3 pt1 (3.0f*deFloatCos(angle + 2.0f*DE_PI*1.0f/3.0f), 3.0f*deFloatSin(angle + 2.0f*DE_PI*1.0f/3.0f), 0.0f)
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es2fRasterizationTests.cpp     [all...]
es2fTextureUnitTests.cpp 307 float rotAngle = rnd.getFloat(0.0f, 2.0f*DE_PI);
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es2fTextureMipmapTests.cpp 230 float angle = 2.0f*DE_PI * ((float)cellNdx / 16.0f);
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  /external/deqp/modules/gles3/functional/
es3fMultisampleTests.cpp 682 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles + 0.001f*(float)m_currentIteration;
683 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles + 0.001f*(float)m_currentIteration;
719 float angle = 2.0f*DE_PI * (float)i / (float)numLines + 0.001f*(float)m_currentIteration;
835 float angle = 0.5f * DE_PI * (float)(m_currentIteration-1) / (float)(m_numIterations-1);
909 float angle = 0.5f * DE_PI * (float)(m_currentIteration-1) / (float)(m_numIterations-1);
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es3fPrimitiveRestartTests.cpp 313 float fx = centerX + 0.9f * deFloatCos((float)i*2.0f*DE_PI / (float)numVertices) / (float)numCols;
314 float fy = centerY + 0.9f * deFloatSin((float)i*2.0f*DE_PI / (float)numVertices) / (float)numRows;
385 float fx = centerX + 0.9f * deFloatCos((float)i*2.0f*DE_PI / (float)numArcVertices) / (float)numCols;
386 float fy = centerY + 0.9f * deFloatSin((float)i*2.0f*DE_PI / (float)numArcVertices) / (float)numRows;
es3fTextureMipmapTests.cpp 274 float angle = 2.0f*DE_PI * ((float)cellNdx / 16.0f);
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es3fTextureUnitTests.cpp 415 float rotAngle = rnd.getFloat(0.0f, 2.0f*DE_PI);
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es3fRasterizationTests.cpp     [all...]
  /external/deqp/framework/delibs/debase/
deMath.h 35 #define DE_PI 3.14159265358979324f /*!< Pi. */
136 DE_INLINE float deFloatRadians (float a) { return a * (DE_PI / 180.0f); }
137 DE_INLINE float deFloatDegrees (float a) { return a * (180.0f / DE_PI); }
  /external/deqp/external/vulkancts/modules/vulkan/pipeline/
vktPipelineInputAssemblyTests.cpp 455 const float stepAngle = de::min(DE_PI * 0.5f, (2 * DE_PI) / float(primitiveCount));
761 const float stepAngle = de::min(DE_PI * 0.5f, (2 * DE_PI) / float(primitiveCount));
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  /external/deqp/modules/gles31/functional/
es31fMultisampleTests.cpp 496 const float angle0 = 2.0f*DE_PI * (float)triNdx / (float)numTriangles;
497 const float angle1 = 2.0f*DE_PI * ((float)triNdx + 0.5f) / (float)numTriangles;
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es31fShaderMultisampleInterpolationTests.cpp 803 const float angle = ((float)triangleNdx) / (float)numTriangles * 2.0f * DE_PI;
804 const float nextAngle = ((float)triangleNdx + 1.0f) / (float)numTriangles * 2.0f * DE_PI;
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es31fTextureMultisampleTests.cpp 249 const tcu::Vec2 p = tcu::Vec2(deFloatCos(((float)i)/20.0f*DE_PI*2) * 0.5f + 0.5f, deFloatSin(((float)i)/20.0f*DE_PI*2) * 0.5f + 0.5f);
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  /external/deqp/external/vulkancts/modules/vulkan/texture/
vktTextureMipmapTests.cpp 241 const float angle = 2.0f*DE_PI * ((float)cellNdx / 16.0f);
753 const float angleX = 0.0f + 2.0f*DE_PI * ((float)cellNdx / 16.0f);
754 const float angleY = 1.0f + 2.0f*DE_PI * ((float)cellNdx / 32.0f);
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  /external/deqp/modules/gles2/accuracy/
es2aTextureMipmapTests.cpp 227 float angle = 2.0f*DE_PI * ((float)cellNdx / 16.0f);