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Searched refs:ShaderEvalContext (Results 1 – 25 of 39) sorted by relevance

12

/external/deqp/modules/gles2/functional/
Des2fShaderOperatorTests.cpp175 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))…
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Des2fShaderMatrixTests.cpp336 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
338 template <> inline float getInputValue<INPUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& e… in getInputValue()
339 …e tcu::Vec2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
340 …e tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, in… in getInputValue()
341 …e tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, in… in getInputValue()
342 …e tcu::Mat2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
343 …e tcu::Mat3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, in… in getInputValue()
344 …e tcu::Mat4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, in… in getInputValue()
346 template <> inline float getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT> (const ShaderEvalContext& … in getInputValue()
347 … tcu::Vec2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
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Des2fShaderTextureFunctionTests.cpp185 typedef void (*TexEvalFunc) (gls::ShaderEvalContext& c, const TexLookupParams& lookupParams);
187 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.… in texture2D()
188 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { … in textureCube()
191 static void evalTexture2D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = text… in evalTexture2D()
192 static void evalTextureCube (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = te… in evalTextureCube()
194 static void evalTexture2DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = t… in evalTexture2DBias()
195 static void evalTextureCubeBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color =… in evalTextureCubeBias()
197 static void evalTexture2DProj3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = … in evalTexture2DProj3()
198 static void evalTexture2DProj3Bias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color… in evalTexture2DProj3Bias()
199 static void evalTexture2DProj (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = t… in evalTexture2DProj()
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Des2fShaderIndexingTests.cpp108 void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); } in evalArrayCoordsFloat()
109 void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); } in evalArrayCoordsVec2()
110 void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2)… in evalArrayCoordsVec3()
111 void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; } in evalArrayCoordsVec4()
124 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); } in evalArrayUniformFloat()
125 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0… in evalArrayUniformVec2()
126 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(… in evalArrayUniformVec3()
127 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; } in evalArrayUniformVec4()
634 void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y… in evalSubscriptVec2()
635 void evalSubscriptVec3 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y… in evalSubscriptVec3()
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Des2fShaderDiscardTests.cpp169 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); } in evalDiscardAlways()
170 inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); } in evalDiscardNever()
171 inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if… in evalDiscardDynamic()
173 inline void evalDiscardTexture (ShaderEvalContext& c) in evalDiscardTexture()
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
DvktShaderRenderOperatorTests.cpp201 void evalSequenceNoSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase0 (ct… in evalSequenceNoSideEffCase0()
202 void evalSequenceNoSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceNoSideEff… in evalSequenceNoSideEffCase1()
203 void evalSequenceNoSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceNoSideEffCase2 … in evalSequenceNoSideEffCase2()
204 void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3 (ct… in evalSequenceNoSideEffCase3()
205 void evalSequenceSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase0 (ctx.i… in evalSequenceSideEffCase0()
206 void evalSequenceSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceSideEffCase… in evalSequenceSideEffCase1()
207 void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2 (c… in evalSequenceSideEffCase2()
208 void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3 (ctx.i… in evalSequenceSideEffCase3()
483 virtual void evaluate (ShaderEvalContext& ctx) const in evaluate()
842 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2))…
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DvktShaderRenderTextureFunctionTests.cpp354 inline float computeLodFromGrad2D (const ShaderEvalContext& c) in computeLodFromGrad2D()
361 inline float computeLodFromGrad2DArray (const ShaderEvalContext& c) in computeLodFromGrad2DArray()
368 inline float computeLodFromGrad3D (const ShaderEvalContext& c) in computeLodFromGrad3D()
376 inline float computeLodFromGradCube (const ShaderEvalContext& c) in computeLodFromGradCube()
386 inline float computeLodFromGrad1D (const ShaderEvalContext& c) in computeLodFromGrad1D()
392 inline float computeLodFromGrad1DArray (const ShaderEvalContext& c) in computeLodFromGrad1DArray()
398 inline float computeLodFromGradCubeArray (const ShaderEvalContext& c) in computeLodFromGradCubeArray()
408 typedef void (*TexEvalFunc) (ShaderEvalContext& c, const TexLookupParams& lookupParams);
410 inline Vec4 texture2D (const ShaderEvalContext& c, float s, float t, float lod) { return c.te… in texture2D()
411 inline Vec4 textureCube (const ShaderEvalContext& c, float s, float t, float r, float lod) { re… in textureCube()
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DvktShaderRenderMatrixTests.cpp489 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
491 template <> inline float getInputValue<INPUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& e… in getInputValue()
492 …e tcu::Vec2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
493 …e tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, in… in getInputValue()
494 …e tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, in… in getInputValue()
496 …e tcu::Mat2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
497 …u::Mat2x3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, in… in getInputValue()
498 …u::Mat2x4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, in… in getInputValue()
499 …u::Mat3x2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
500 …e tcu::Mat3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, in… in getInputValue()
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DvktShaderRenderIndexingTests.cpp97 void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); } in evalArrayCoordsFloat()
98 void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); } in evalArrayCoordsVec2()
99 void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2)… in evalArrayCoordsVec3()
100 void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; } in evalArrayCoordsVec4()
113 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); } in evalArrayUniformFloat()
114 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0… in evalArrayUniformVec2()
115 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(… in evalArrayUniformVec3()
116 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; } in evalArrayUniformVec4()
657 void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y… in evalSubscriptVec2()
658 void evalSubscriptVec3 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y… in evalSubscriptVec3()
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DvktShaderRender.hpp167 class ShaderEvalContext class
200 ShaderEvalContext (const QuadGrid& quadGrid);
201 ~ShaderEvalContext (void);
225 typedef void (*ShaderEvalFunc) (ShaderEvalContext& c);
227 inline void evalCoordsPassthroughX (ShaderEvalContext& c) { c.color.x() = c.coords.x(); } in evalCoordsPassthroughX()
228 inline void evalCoordsPassthroughXY (ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0,1);… in evalCoordsPassthroughXY()
229 inline void evalCoordsPassthroughXYZ (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,… in evalCoordsPassthroughXYZ()
230 inline void evalCoordsPassthrough (ShaderEvalContext& c) { c.color = c.coords; } in evalCoordsPassthrough()
231 inline void evalCoordsSwizzleWZYX (ShaderEvalContext& c) { c.color = c.coords.swizzle(3,2,1,0); } in evalCoordsSwizzleWZYX()
243 virtual void evaluate (ShaderEvalContext& ctx) const;
DvktShaderRenderDiscardTests.cpp166 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); } in evalDiscardAlways()
167 inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); } in evalDiscardNever()
168 inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if… in evalDiscardDynamic()
170 inline void evalDiscardTexture (ShaderEvalContext& c) in evalDiscardTexture()
DvktShaderRenderSwitchTests.cpp92 static void evalSwitchStatic (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.sw… in evalSwitchStatic()
93 static void evalSwitchUniform (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.s… in evalSwitchUniform()
94 static void evalSwitchDynamic (ShaderEvalContext& evalCtx) in evalSwitchDynamic()
/external/deqp/modules/gles3/functional/
Des3fShaderOperatorTests.cpp218 void evalSequenceNoSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase0 (ct… in evalSequenceNoSideEffCase0()
219 void evalSequenceNoSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceNoSideEff… in evalSequenceNoSideEffCase1()
220 void evalSequenceNoSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceNoSideEffCase2 … in evalSequenceNoSideEffCase2()
221 void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3 (ct… in evalSequenceNoSideEffCase3()
222 void evalSequenceSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase0 (ctx.i… in evalSequenceSideEffCase0()
223 void evalSequenceSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceSideEffCase… in evalSequenceSideEffCase1()
224 void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2 (c… in evalSequenceSideEffCase2()
225 void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3 (ctx.i… in evalSequenceSideEffCase3()
588 virtual void evaluate (ShaderEvalContext& ctx) in evaluate()
901 …void eval_##FUNC_NAME##_float (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(2))…
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Des3fShaderTextureFunctionTests.cpp245 inline float computeLodFromGrad2D (const gls::ShaderEvalContext& c) in computeLodFromGrad2D()
252 inline float computeLodFromGrad2DArray (const gls::ShaderEvalContext& c) in computeLodFromGrad2DArray()
259 inline float computeLodFromGrad3D (const gls::ShaderEvalContext& c) in computeLodFromGrad3D()
267 inline float computeLodFromGradCube (const gls::ShaderEvalContext& c) in computeLodFromGradCube()
277 typedef void (*TexEvalFunc) (gls::ShaderEvalContext& c, const TexLookupParams& lookupParams);
279 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.… in texture2D()
280 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { … in textureCube()
281 inline Vec4 texture2DArray (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) … in texture2DArray()
282 inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { re… in texture3D()
284 inline float texture2DShadow (const gls::ShaderEvalContext& c, float ref, float s, float t, float … in texture2DShadow()
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Des3fShaderMatrixTests.cpp494 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
496 template <> inline float getInputValue<INPUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& e… in getInputValue()
497 …e tcu::Vec2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
498 …e tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, in… in getInputValue()
499 …e tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, in… in getInputValue()
501 …e tcu::Mat2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
502 …u::Mat2x3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, in… in getInputValue()
503 …u::Mat2x4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, in… in getInputValue()
504 …u::Mat3x2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, in… in getInputValue()
505 …e tcu::Mat3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, in… in getInputValue()
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Des3fShaderIndexingTests.cpp102 void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); } in evalArrayCoordsFloat()
103 void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); } in evalArrayCoordsVec2()
104 void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2)… in evalArrayCoordsVec3()
105 void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; } in evalArrayCoordsVec4()
118 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); } in evalArrayUniformFloat()
119 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0… in evalArrayUniformVec2()
120 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(… in evalArrayUniformVec3()
121 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; } in evalArrayUniformVec4()
589 void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y… in evalSubscriptVec2()
590 void evalSubscriptVec3 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y… in evalSubscriptVec3()
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Des3fShaderDiscardTests.cpp149 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); } in evalDiscardAlways()
150 inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); } in evalDiscardNever()
151 inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if… in evalDiscardDynamic()
153 inline void evalDiscardTexture (ShaderEvalContext& c) in evalDiscardTexture()
Des3fShaderSwitchTests.cpp75 static void evalSwitchStatic (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.sw… in evalSwitchStatic()
76 static void evalSwitchUniform (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.s… in evalSwitchUniform()
77 static void evalSwitchDynamic (ShaderEvalContext& evalCtx) in evalSwitchDynamic()
Des3fShaderReturnTests.cpp58 inline void evalReturnAlways (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); } in evalReturnAlways()
59 inline void evalReturnNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(3,2,1); } in evalReturnNever()
60 inline void evalReturnDynamic (ShaderEvalContext& c) { c.color.xyz() = (c.coords.x()+c.coords.y() >… in evalReturnDynamic()
/external/deqp/external/openglcts/modules/common/
DglcShaderRenderCase.hpp158 class ShaderEvalContext class
181 ShaderEvalContext(const QuadGrid& quadGrid);
182 ~ShaderEvalContext(void);
211 typedef void (*ShaderEvalFunc)(ShaderEvalContext& c);
213 inline void evalCoordsPassthroughX(ShaderEvalContext& c) in evalCoordsPassthroughX()
217 inline void evalCoordsPassthroughXY(ShaderEvalContext& c) in evalCoordsPassthroughXY()
221 inline void evalCoordsPassthroughXYZ(ShaderEvalContext& c) in evalCoordsPassthroughXYZ()
225 inline void evalCoordsPassthrough(ShaderEvalContext& c) in evalCoordsPassthrough()
229 inline void evalCoordsSwizzleWZYX(ShaderEvalContext& c) in evalCoordsSwizzleWZYX()
244 virtual void evaluate(ShaderEvalContext& ctx);
DglcShaderIndexingTests.cpp88 void evalArrayCoordsFloat(ShaderEvalContext& c) in evalArrayCoordsFloat()
92 void evalArrayCoordsVec2(ShaderEvalContext& c) in evalArrayCoordsVec2()
96 void evalArrayCoordsVec3(ShaderEvalContext& c) in evalArrayCoordsVec3()
100 void evalArrayCoordsVec4(ShaderEvalContext& c) in evalArrayCoordsVec4()
120 void evalArrayUniformFloat(ShaderEvalContext& c) in evalArrayUniformFloat()
124 void evalArrayUniformVec2(ShaderEvalContext& c) in evalArrayUniformVec2()
128 void evalArrayUniformVec3(ShaderEvalContext& c) in evalArrayUniformVec3()
132 void evalArrayUniformVec4(ShaderEvalContext& c) in evalArrayUniformVec4()
629 void evalSubscriptVec2(ShaderEvalContext& c) in evalSubscriptVec2()
633 void evalSubscriptVec3(ShaderEvalContext& c) in evalSubscriptVec3()
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DglcShaderSwitchTests.cpp68 static void evalSwitchStatic(ShaderEvalContext& evalCtx) in evalSwitchStatic()
72 static void evalSwitchUniform(ShaderEvalContext& evalCtx) in evalSwitchUniform()
76 static void evalSwitchDynamic(ShaderEvalContext& evalCtx) in evalSwitchDynamic()
DglcShaderRenderCase.cpp217 vector<Vec4> m_userAttribs[ShaderEvalContext::MAX_TEXTURES];
308 ShaderEvalContext::ShaderEvalContext(const QuadGrid& quadGrid_) in ShaderEvalContext() function in deqp::ShaderEvalContext
344 ShaderEvalContext::~ShaderEvalContext(void) in ~ShaderEvalContext()
348 void ShaderEvalContext::reset(float sx, float sy) in reset()
365 tcu::Vec4 ShaderEvalContext::texture2D(int unitNdx, const tcu::Vec2& texCoords) in texture2D()
387 void ShaderEvaluator::evaluate(ShaderEvalContext& ctx) in evaluate()
696 ShaderEvalContext evalCtx(quadGrid); in computeVertexReference()
785 ShaderEvalContext evalCtx(quadGrid); in computeFragmentReference()
/external/deqp/modules/glshared/
DglsShaderRenderCase.hpp121 class ShaderEvalContext class
148 ShaderEvalContext (const QuadGrid& quadGrid);
149 ~ShaderEvalContext (void);
175 typedef void (*ShaderEvalFunc) (ShaderEvalContext& c);
177 inline void evalCoordsPassthroughX (ShaderEvalContext& c) { c.color.x() = c.coords.x(); } in evalCoordsPassthroughX()
178 inline void evalCoordsPassthroughXY (ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0,1);… in evalCoordsPassthroughXY()
179 inline void evalCoordsPassthroughXYZ (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,… in evalCoordsPassthroughXYZ()
180 inline void evalCoordsPassthrough (ShaderEvalContext& c) { c.color = c.coords; } in evalCoordsPassthrough()
181 inline void evalCoordsSwizzleWZYX (ShaderEvalContext& c) { c.color = c.coords.swizzle(3,2,1,0); } in evalCoordsSwizzleWZYX()
193 virtual void evaluate (ShaderEvalContext& ctx);
DglsShaderRenderCase.cpp173 vector<Vec4> m_userAttribs[ShaderEvalContext::MAX_TEXTURES];
263 ShaderEvalContext::ShaderEvalContext (const QuadGrid& quadGrid_) in ShaderEvalContext() function in deqp::gls::ShaderEvalContext
293 ShaderEvalContext::~ShaderEvalContext (void) in ~ShaderEvalContext()
297 void ShaderEvalContext::reset (float sx, float sy) in reset()
314 tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords) in texture2D()
338 void ShaderEvaluator::evaluate (ShaderEvalContext& ctx) in evaluate()
643 ShaderEvalContext evalCtx (quadGrid); in computeVertexReference()
728 ShaderEvalContext evalCtx (quadGrid); in computeFragmentReference()

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