Lines Matching full:precision
21 * \brief Precision and range tests for GLSL builtins and types.
102 using glu::Precision;
136 * In the precision tests we are dealing with functions of different arities.
186 VarType getVarTypeOf (Precision prec = glu::PRECISION_LAST)
192 VarType getVarTypeOf<Void> (Precision)
254 //! Print out an interval with the precision of `fmt`.
269 //! Print out a value with the precision of `fmt`.
284 //! Approximate `value` elementwise to the float precision defined in `fmt`.
618 * point precision and the current variable environment.
624 Precision floatPrecision_,
633 Precision floatPrecision;
1068 * by the current floating point precision.
1726 const double prec = this->precision(ctx, exact, arg0);
1743 precision (const EvalContext& ctx, double, double) const = 0;
1747 return precision(ctx, exact, arg0);
1802 const double prec = this->precision(ctx, exact, x, y);
1817 virtual double precision (const EvalContext& ctx,
1863 double precision (const EvalContext&, double, double, double) const
1895 const double prec = this->precision(ctx, exact, x, y, z);
1904 virtual double precision (const EvalContext& ctx,
2031 double precision (const EvalContext&, double, double) const { return 0.0; }
2077 double precision (const EvalContext& ctx, double ret, double, double den) const
2082 // For now, we assume that division's precision is 2.5 ULP when the value is within
2104 double precision (const EvalContext& ctx, double ret, double x) const
2121 double precision (const EvalContext& ctx, double ret, double x) const
2156 double precision (const EvalContext& ctx, double ret, double x) const
2176 // OpenGL API Issue #57 "Clarifying the required ULP precision for GLSL built-in log()". Agreed that
2186 return precision(ctx, ret, x);
2335 double precision (const EvalContext& ctx, double ret, double arg) const
2339 // Use precision from OpenCL fast relaxed math
2409 double precision (const EvalContext& ctx, double, double x) const
2442 double precision (const EvalContext& ctx, double ret, double x) const
2449 // Use OpenCL's fast relaxed math precision
2512 double precision (const EvalContext& ctx, double ret, double, double) const
2528 // that gives us a reasonable precision.
3239 double precision (const EvalContext&, double, double) const { return 0.0; }
3286 double precision (const EvalContext&, double, double) const { return 0.0; }
3308 double precision (const EvalContext&, double, double, double) const { return 0.0; }
3361 double precision (const EvalContext&, double, double, double minVal, double maxVal) const
4108 virtual T genRandom (const FloatFormat&, Precision, Random&) const { return T(); }
4134 int genRandom (const FloatFormat&, Precision prec, Random& rnd) const
4151 static inline int getNumBits (Precision prec)
4169 float genRandom (const FloatFormat& format, Precision prec, Random& rnd) const;
4176 Precision,
4288 Value genRandom (const FloatFormat& fmt, Precision prec, Random& rnd) const
4320 Value genRandom (const FloatFormat& fmt, Precision prec, Random& rnd) const
4367 Precision precision_,
4375 , precision (precision_)
4384 Precision precision;
4513 return Symbol(variable.getName(), getVarTypeOf<T>(m_ctx.precision));
4579 // Initialize ShaderSpec from precision, variables and statement.
4582 os << "precision " << glu::getPrecisionName(m_ctx.precision) << " float;\n";
4672 EvalContext ctx (fmt, m_ctx.precision, env);
4684 m_status.addResult(QP_TEST_RESULT_QUALITY_WARNING, "Shader output 1 has low-quality shader precision");
4701 m_status.addResult(QP_TEST_RESULT_QUALITY_WARNING, "Shader output 0 has low-quality shader precision");
4889 Precision intPrecision,
5007 m_ctx.precision,
5065 m_ctx.precision,
5420 const Precision precision = Precision(precNdx);
5421 const string precName (glu::getPrecisionName(precision));
5432 precision, shaderType, ctx.numRandoms);