Lines Matching refs:ShaderEvalContext
175 void evalSequenceNoSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase0(ctx.… in evalSequenceNoSideEffCase0()
176 void evalSequenceNoSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceNoSideEff… in evalSequenceNoSideEffCase1()
177 void evalSequenceNoSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceNoSideEffCase2(… in evalSequenceNoSideEffCase2()
178 void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3(ctx.… in evalSequenceNoSideEffCase3()
179 void evalSequenceSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase0(ctx.in[0… in evalSequenceSideEffCase0()
180 void evalSequenceSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceSideEffCase… in evalSequenceSideEffCase1()
181 void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2(ctx.… in evalSequenceSideEffCase2()
182 void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3(ctx.in[0… in evalSequenceSideEffCase3()
352 virtual void evaluate (ShaderEvalContext& ctx) in evaluate()
620 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2))…
621 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
622 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
623 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
626 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2),…
627 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
628 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
629 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
632 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2),…
633 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
634 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
635 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
638 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2))…
639 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
640 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2, 0…
641 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
644 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2),…
645 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
646 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2, 0…
647 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
650 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
653 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
654 …void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0…
655 …void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[…
656 …void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].sw…
659 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
660 …void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0…
661 …void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[…
662 …void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].sw…
665 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((int)c.in[0].…
666 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
667 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
668 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
671 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)tcu::FUNC_NAME((int)c.i…
672 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
673 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
674 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
677 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME((int)c.in[0].…
678 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
679 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
680 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
683 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
684 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
685 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
688 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
689 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
690 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
693 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
694 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
695 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
698 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1…
699 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].z(), c.in[…
700 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].x(…
703 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.…
704 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].z(), c…
705 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1…
708 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3,…
709 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2…
710 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, …
713 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME((int)c.in[0].z(), …
714 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME((int)c.in[0].z(),…
715 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME((int)c.in[0].z(), …
728 void eval_selection_float (ShaderEvalContext& c) { c.color.x() = selection(c.in[0].z() > 0.0f, c.i… in DECLARE_UNARY_GENTYPE_FUNCS()
729 void eval_selection_vec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c.i… in eval_selection_vec2()
730 void eval_selection_vec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, c.… in eval_selection_vec3()
731 void eval_selection_vec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[1]… in eval_selection_vec4()
742 void eval_selection_int (ShaderEvalContext& c) { c.color.x() = (float)selection(c.in[0].z() > 0.0f… in DECLARE_UNARY_INT_GENTYPE_FUNCS()
743 void eval_selection_ivec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, c… in eval_selection_ivec2()
744 void eval_selection_ivec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, … in eval_selection_ivec3()
745 void eval_selection_ivec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, c.in[… in eval_selection_ivec4()
752 void eval_selection_bool (ShaderEvalContext& c) { c.color.x() = (float)selection(c.in[0].z() > 0.0f… in DECLARE_BINARY_BOOL_FUNCS()
753 void eval_selection_bvec2 (ShaderEvalContext& c) { c.color.yz() = selection(c.in[0].z() > 0.0f, g… in eval_selection_bvec2()
754 void eval_selection_bvec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, … in eval_selection_bvec3()
755 void eval_selection_bvec4 (ShaderEvalContext& c) { c.color = selection(c.in[0].z() > 0.0f, great… in eval_selection_bvec4()
820 void eval_cross_vec3 (ShaderEvalContext& c) { c.color.xyz() = cross(c.in[0].swizzle(2, 0, 1), c.in[… in DECLARE_VEC_FLOAT_FUNCS()
826 void eval_refract_float (ShaderEvalContext& c) { c.color.x() = refract(c.in[0].z(), … in DECLARE_TERNARY_GENTYPE_FUNCS()
827 void eval_refract_vec2 (ShaderEvalContext& c) { c.color.yz() = refract(c.in[0].swizzle(3, 1), … in eval_refract_vec2()
828 void eval_refract_vec3 (ShaderEvalContext& c) { c.color.xyz() = refract(c.in[0].swizzle(2, 0, 1), … in eval_refract_vec3()
829 void eval_refract_vec4 (ShaderEvalContext& c) { c.color = refract(c.in[0].swizzle(1, 2, 3, 0), c.i… in eval_refract_vec4()
834 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z(),…
835 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizz…
836 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizz…
837 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].swizz…
840 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z(),…
841 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
842 …void eval_##FUNC_NAME##_vec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(c.in[0].swizzle(2,…
843 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
846 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.i…
847 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.…
848 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.…
849 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.…
852 …void eval_##FUNC_NAME##_int (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(chopToInt(c.i…
853 …void eval_##FUNC_NAME##_ivec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(chopToInt(c.in[0].…
854 …void eval_##FUNC_NAME##_ivec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(chopToInt(c.in[0]…
855 …void eval_##FUNC_NAME##_ivec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(chopToInt(c.in[0].swiz…
858 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
859 …void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(…
860 …void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(…
861 …void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(…
864 …void eval_##FUNC_NAME##_bool (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(c.in[0].z() >…
865 …void eval_##FUNC_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0…
866 …void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[…
867 …void eval_##FUNC_NAME##_bvec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(greaterThan(c.in[0].sw…
895 …void eval_##GLSL_NAME##_bvec2 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c…
896 …void eval_##GLSL_NAME##_bvec3 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c…
897 …void eval_##GLSL_NAME##_bvec4 (ShaderEvalContext& c) { c.color.x() = float(FUNC_NAME(greaterThan(c…
900 …void eval_##GLSL_NAME##_bvec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(greaterThan(c.in[0…
901 …void eval_##GLSL_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[…
902 …void eval_##GLSL_NAME##_bvec4 (ShaderEvalContext& c) { c.color.xyzw() = FUNC_NAME(greaterThan(c.in…
1532 static void evalFunc(ShaderEvalContext& c) { in init()