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Lines Matching defs:inout

52    auto inout = ShaderArg<struct shift>({  in TEST_F()  local
328 auto inout = ShaderArg<uint8_t> ({ 100, 110, 120, 130 }, SHADER_ARG_INOUT); in TEST_F() local
345 auto inout = ShaderArg<uint16_t> ({ 10000, 10010, 10020, 10030 }, SHADER_ARG_INOUT); in TEST_F() local
366 auto inout = ShaderArg<uint64_t>({ base, base + 10, base + 20, base + 30 }, in TEST_F() local
402 auto inout = ShaderArg<uint32_t>({0x00000001, 0x10000001, 0x00020002, 0x04010203}, in TEST_F() local
558 auto inout = ShaderArg<uint64_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); in TEST_F() local
581 auto inout = ShaderArg<uint16_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); in TEST_F() local
606 auto inout = ShaderArg<uint32_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); in TEST_F() local
627 auto inout = ShaderArg<uint32_t>({ 0, 0, 0, 0 }, SHADER_ARG_INOUT); in TEST_F() local
647 auto inout = ShaderArg<struct two_vals>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, { 65536, 65536 } }, in TEST_F() local
672 auto inout = ShaderArg<struct uint2>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, { 65536, 65536 } }, in TEST_F() local
697 auto inout = ShaderArg<struct ushort2>({ { 8, 8 }, { 16, 16 }, { 64, 64 }, in TEST_F() local
724 …auto inout = ShaderArg<struct uchar3>({ { 8, 8, 8 }, { 16, 16, 16 }, { 64, 64, 64 }, { 255, 255, 2… in TEST_F() local
781 auto inout = ShaderArg<struct uint8>({ { 1, 2, 3, 4, 5, 6, 7, 8 } }, in TEST_F() local
813 auto inout = ShaderArg<struct ulong16>({ { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } }, in TEST_F() local
934 auto inout = ShaderArg<int32_t>({ -4, -3, -2, -1, 0, 1, 2, 3, 4 }, in TEST_F() local
951 auto inout = ShaderArg<int32_t>({ -4, -3, -2, -1, 0, 1, 2, 3, 4 }, in TEST_F() local
968 auto inout = ShaderArg<uint32_t>({ 0xfffffffa, 0xfffffffb, 0xfffffffc, 0xfffffffd, 0xfffffffe }, in TEST_F() local
985 auto inout = ShaderArg<uint32_t>(std::vector<uint32_t>(4, 0xdeadbeef), in TEST_F() local
1002 auto inout = ShaderArg<uint32_t>({ 0, 0x1, 0x3, 0x101, 0x110011, ~0u }, in TEST_F() local
1019 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, 0xfffffffc, 0xfffffffd, 0xfffffffe, 0xffffffff }, in TEST_F() local
1043 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, 0xfffffffc, 0xfffffffd, 0xfffffffe, 0xffffffff }, in TEST_F() local
1067 auto inout = ShaderArg<uint32_t>({ 0xffffffff - 3, 0xffffffff - 2, 0xffffffff - 1, 0xffffffff }, in TEST_F() local
1084 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3 }, SHADER_ARG_INOUT); in TEST_F() local
1100 auto inout = ShaderArg<uint32_t>({ 0, 1, 2, 3, (1u << 31) }, SHADER_ARG_INOUT); in TEST_F() local
1116 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 2.0f }, SHADER_ARG_INOUT); in TEST_F() local
1132 auto inout = ShaderArg<float>({ 0.25f, 0.5f, 0.75f, 1.0f }, SHADER_ARG_INOUT); in TEST_F() local
1149 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1167 auto inout = ShaderArg<float>({ 0.0f, 0.5f, 1.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1183 auto inout = ShaderArg<uint32_t>({ 0, 1, 0xffff, (1u << 30), (1u << 31) }, SHADER_ARG_INOUT); in TEST_F() local
1208 auto inout = ShaderArg<sin_vals>(input, SHADER_ARG_INOUT); in TEST_F() local
1232 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1248 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1264 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1280 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1296 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1312 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1328 auto inout = ShaderArg<float>({ 0.0f, 1.0f, 2.0f, 3.0f }, SHADER_ARG_INOUT); in TEST_F() local
1345 auto inout = ShaderArg<float>({ 0.5f, 1.5f, -0.5f, -1.5f, 1.4f }, SHADER_ARG_INOUT); in TEST_F() local
1361 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, in TEST_F() local
1378 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, in TEST_F() local
1423 auto inout = ShaderArg<float>({ 2.0f }, SHADER_ARG_INOUT); in TEST_F() local
1456 auto inout = ShaderArg<float>({ 2.0f }, SHADER_ARG_INOUT); in TEST_F() local
1478 auto inout = ShaderArg<float>({ 2.0f, 4.0f }, SHADER_ARG_INOUT); in TEST_F() local
1500 auto inout = ShaderArg<uint8_t>({ 2, 4 }, SHADER_ARG_INOUT); in TEST_F() local
1638 auto inout = ShaderArg<uint32_t>({ 2, 4 }, SHADER_ARG_INOUT); in TEST_F() local
1658 auto inout = ShaderArg<uint32_t>({ 2, 4 }, SHADER_ARG_INOUT); in TEST_F() local
1725 auto inout = ShaderArg<float>({ 0, 0.3f, -0.3f, 0.5f, -0.5f, 1.1f, -1.1f }, in TEST_F() local
1771 auto inout = ShaderArg<int32_t>({ 2, 4 }, SHADER_ARG_INOUT); in TEST_F() local
1789 auto inout = ShaderArg<int32_t>({ 0, 2, -1 }, SHADER_ARG_INOUT); in TEST_F() local
1809 auto inout = ShaderArg<int32_t>(0xf, SHADER_ARG_INOUT); in TEST_F() local
1825 auto inout = ShaderArg<int32_t>(0, SHADER_ARG_INOUT); in TEST_F() local
1844 auto inout = ShaderArg<uint16_t>({ 2, 4 }, SHADER_ARG_INOUT); in TEST_F() local
2038 auto inout = ShaderArg<struct s>({0, 0, 0}, SHADER_ARG_OUTPUT); in TEST_F() local
2304 auto inout = ShaderArg<uint32_t>({ 0x00000001, 0x10000001, 0x00020002, 0x04010203 }, in TEST_F() local