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/third_party/skia/tests/sksl/intrinsics/
DMaxFloat.glsl3 uniform vec4 testInputs;
9testInputs.x, 0.5) == expectedA.x && max(testInputs.xy, 0.5) == expectedA.xy) && max(testInputs.xy…
DStep.glsl3 uniform vec4 testInputs;
10testInputs.x) == expectedA.x && step(0.5, testInputs.xy) == expectedA.xy) && step(0.5, testInputs.…
DMinFloat.glsl3 uniform vec4 testInputs;
9testInputs.x, 0.5) == expectedA.x && min(testInputs.xy, 0.5) == expectedA.xy) && min(testInputs.xy…
DClampFloat.glsl3 uniform vec4 testInputs;
11testInputs.x, -1.0, 1.0) == expectedA.x && clamp(testInputs.xy, -1.0, 1.0) == expectedA.xy) && cla…
DMod.glsl3 uniform vec4 testInputs;
10testInputs.x, 1.0) == expectedA.x && mod(testInputs.xy, 1.0) == expectedA.xy) && mod(testInputs.xy…
DMinFloat.metal5 float4 testInputs;
19testInputs.x, 0.5) == expectedA.x && all(min(_uniforms.testInputs.xy, 0.5) == expectedA.xy)) && al…
DStep.metal5 half4 testInputs;
20testInputs.x) == expectedA.x && all(step(0.5h, _uniforms.testInputs.xy) == expectedA.xy)) && all(s…
DMaxFloat.metal5 half4 testInputs;
19testInputs.x, 0.5h) == expectedA.x && all(max(_uniforms.testInputs.xy, 0.5h) == expectedA.xy)) && …
DClampFloat.metal5 half4 testInputs;
21testInputs.x, -1.0h, 1.0h) == expectedA.x && all(clamp(_uniforms.testInputs.xy, -1.0h, 1.0h) == ex…
DMod.metal5 half4 testInputs;
36testInputs.x, _skTemp1 = 1.0h, _skTemp0 - _skTemp1 * floor(_skTemp0 / _skTemp1)) == expectedA.x &&…
DTrunc.glsl3 uniform vec4 testInputs;
8 … ((trunc(testInputs.x) == -1.0 && trunc(testInputs.xy) == vec2(-1.0, 0.0)) && trunc(testInputs.xyz…
DRound.glsl3 uniform vec4 testInputs;
8 … ((round(testInputs.x) == -1.0 && round(testInputs.xy) == vec2(-1.0, 0.0)) && round(testInputs.xyz…
DRoundEven.glsl3 uniform vec4 testInputs;
8 …en(testInputs.x) == -1.0 && roundEven(testInputs.xy) == vec2(-1.0, 0.0)) && roundEven(testInputs.x…
DSignFloat.glsl3 uniform vec4 testInputs;
8 …n ((((((sign(testInputs.x) == expected.x && sign(testInputs.xy) == expected.xy) && sign(testInputs
DSaturate.glsl3 uniform vec4 testInputs;
8testInputs.x, 0.0, 1.0) == expected.x && clamp(testInputs.xy, 0.0, 1.0) == expected.xy) && clamp(t…
DCeil.glsl3 uniform vec4 testInputs;
8 …n ((((((ceil(testInputs.x) == expected.x && ceil(testInputs.xy) == expected.xy) && ceil(testInputs
DAbsFloat.glsl3 uniform vec4 testInputs;
8 …turn ((((((abs(testInputs.x) == expected.x && abs(testInputs.xy) == expected.xy) && abs(testInputs
DFloor.glsl3 uniform vec4 testInputs;
8 …((((((floor(testInputs.x) == expected.x && floor(testInputs.xy) == expected.xy) && floor(testInput…
/third_party/skia/resources/sksl/intrinsics/
DMinFloat.sksl1 uniform float4 testInputs;
9 return (min(testInputs.x, 0.5) == expectedA.x &&
10 min(testInputs.xy, 0.5) == expectedA.xy &&
11 min(testInputs.xyz, 0.5) == expectedA.xyz &&
12 min(testInputs.xyzw, 0.5) == expectedA.xyzw &&
17 min(testInputs.x, colorGreen.x) == expectedB.x &&
18 min(testInputs.xy, colorGreen.xy) == expectedB.xy &&
19 min(testInputs.xyz, colorGreen.xyz) == expectedB.xyz &&
20 min(testInputs.xyzw, colorGreen.xyzw) == expectedB.xyzw &&
DStep.sksl1 uniform half4 testInputs;
10 return (step(0.5, testInputs.x) == expectedA.x &&
11 step(0.5, testInputs.xy) == expectedA.xy &&
12 step(0.5, testInputs.xyz) == expectedA.xyz &&
13 step(0.5, testInputs.xyzw) == expectedA.xyzw &&
18 step(testInputs.x, constGreen.x) == expectedB.x &&
19 step(testInputs.xy, constGreen.xy) == expectedB.xy &&
20 step(testInputs.xyz, constGreen.xyz) == expectedB.xyz &&
21 step(testInputs.xyzw, constGreen.xyzw) == expectedB.xyzw &&
DMaxFloat.sksl1 uniform half4 testInputs;
9 return (max(testInputs.x, 0.5) == expectedA.x &&
10 max(testInputs.xy, 0.5) == expectedA.xy &&
11 max(testInputs.xyz, 0.5) == expectedA.xyz &&
12 max(testInputs.xyzw, 0.5) == expectedA.xyzw &&
17 max(testInputs.x, colorGreen.x) == expectedB.x &&
18 max(testInputs.xy, colorGreen.xy) == expectedB.xy &&
19 max(testInputs.xyz, colorGreen.xyz) == expectedB.xyz &&
20 max(testInputs.xyzw, colorGreen.xyzw) == expectedB.xyzw &&
DMod.sksl1 uniform half4 testInputs;
9 return (mod(testInputs.x, 1) == expectedA.x &&
10 mod(testInputs.xy, 1) == expectedA.xy &&
11 mod(testInputs.xyz, 1) == expectedA.xyz &&
12 mod(testInputs.xyzw, 1) == expectedA.xyzw &&
17 mod(testInputs.x, colorWhite.x) == expectedA.x &&
18 mod(testInputs.xy, colorWhite.xy) == expectedA.xy &&
19 mod(testInputs.xyz, colorWhite.xyz) == expectedA.xyz &&
20 mod(testInputs.xyzw, colorWhite.xyzw) == expectedA.xyzw &&
DClampFloat.sksl1 uniform half4 testInputs;
12 return (clamp(testInputs.x, -1, 1) == expectedA.x &&
13 clamp(testInputs.xy, -1, 1) == expectedA.xy &&
14 clamp(testInputs.xyz, -1, 1) == expectedA.xyz &&
15 clamp(testInputs.xyzw, -1, 1) == expectedA.xyzw &&
20 clamp(testInputs.x, clampLow.x, clampHigh.x ) == expectedB.x &&
21 clamp(testInputs.xy, clampLow.xy, clampHigh.xy ) == expectedB.xy &&
22 clamp(testInputs.xyz, clampLow.xyz, clampHigh.xyz ) == expectedB.xyz &&
23 clamp(testInputs.xyzw, clampLow.xyzw, clampHigh.xyzw) == expectedB.xyzw &&
/third_party/skia/tests/sksl/shared/
DSwizzleByConstantIndex.glsl3 uniform vec4 testInputs;
7 vec4 _0_v = testInputs;
13 float _9_x = testInputs.x;
14 float _10_y = testInputs.y;
15 float _11_z = testInputs.z;
16 float _12_w = testInputs.w;
/third_party/skia/resources/sksl/shared/
DSwizzleByConstantIndex.sksl1 uniform half4 testInputs, colorGreen, colorRed;
4 half4 v = testInputs;
14 half x = testInputs[ZERO];
15 half y = testInputs[ONE];
16 half z = testInputs[TWO];
17 half w = testInputs[THREE];

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