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    Searched refs:triangleInterpolate (Results 1 - 5 of 5) sorted by null

  /external/deqp/modules/glshared/
glsShaderPerformanceMeasurer.cpp 48 static inline float triangleInterpolate (float v0, float v1, float v2, float x, float y)
57 return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
59 return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
  /external/deqp/modules/gles2/functional/
es2fDepthRangeTests.cpp 91 inline float triangleInterpolate (const float v0, const float v1, const float v2, const float x, const float y)
100 return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
102 return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
  /external/deqp/framework/opengl/
gluTextureTestUtil.cpp 167 inline float triangleInterpolate (float v0, float v1, float v2, float x, float y)
172 inline float triangleInterpolate (const tcu::Vec3& v, float x, float y)
174 return triangleInterpolate(v.x(), v.y(), v.z(), x, y);
419 float s = triangleInterpolate(triS[triNdx].x(), triS[triNdx].y(), triS[triNdx].z(), triX, triY);
455 float s = triangleInterpolate(triS[triNdx].x(), triS[triNdx].y(), triS[triNdx].z(), triX, triY);
456 float t = triangleInterpolate(triT[triNdx].x(), triT[triNdx].y(), triT[triNdx].z(), triX, triY);
642 const tcu::Vec3 coord (triangleInterpolate(triS[triNdx], triNx, triNy),
643 triangleInterpolate(triT[triNdx], triNx, triNy),
644 triangleInterpolate(triR[triNdx], triNx, triNy));
698 float s = triangleInterpolate(triS[triNdx].x(), triS[triNdx].y(), triS[triNdx].z(), triX, triY)
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  /external/deqp/modules/gles2/performance/
es2pShaderOperatorTests.cpp 329 static inline float triangleInterpolate (float v0, float v1, float v2, float x, float y)
338 return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
340 return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
    [all...]
  /external/deqp/modules/gles3/performance/
es3pShaderOperatorTests.cpp 329 static inline float triangleInterpolate (float v0, float v1, float v2, float x, float y)
338 return triangleInterpolate(quad.x(), quad.y(), quad.z(), x, y);
340 return triangleInterpolate(quad.w(), quad.z(), quad.y(), 1.0f-x, 1.0f-y);
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