/external/deqp/modules/gles2/functional/ |
D | es2fShaderOperatorTests.cpp | 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))… [all …]
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D | es2fShaderMatrixTests.cpp | 336 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() [all …]
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D | es2fShaderTextureFunctionTests.cpp | 185 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() [all …]
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D | es2fShaderIndexingTests.cpp | 108 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() [all …]
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D | es2fShaderDiscardTests.cpp | 169 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()
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
D | vktShaderRenderOperatorTests.cpp | 201 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))… [all …]
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D | vktShaderRenderTextureFunctionTests.cpp | 354 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() [all …]
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D | vktShaderRenderMatrixTests.cpp | 489 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() [all …]
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D | vktShaderRenderIndexingTests.cpp | 97 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() [all …]
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D | vktShaderRender.hpp | 167 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;
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D | vktShaderRenderDiscardTests.cpp | 166 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()
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D | vktShaderRenderSwitchTests.cpp | 92 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()
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderOperatorTests.cpp | 218 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))… [all …]
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D | es3fShaderTextureFunctionTests.cpp | 245 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() [all …]
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D | es3fShaderMatrixTests.cpp | 494 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() [all …]
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D | es3fShaderIndexingTests.cpp | 102 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() [all …]
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D | es3fShaderDiscardTests.cpp | 149 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()
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D | es3fShaderSwitchTests.cpp | 75 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()
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D | es3fShaderReturnTests.cpp | 58 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()
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/external/deqp/external/openglcts/modules/common/ |
D | glcShaderRenderCase.hpp | 158 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);
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D | glcShaderIndexingTests.cpp | 88 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() [all …]
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D | glcShaderSwitchTests.cpp | 68 static void evalSwitchStatic(ShaderEvalContext& evalCtx) in evalSwitchStatic() 72 static void evalSwitchUniform(ShaderEvalContext& evalCtx) in evalSwitchUniform() 76 static void evalSwitchDynamic(ShaderEvalContext& evalCtx) in evalSwitchDynamic()
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D | glcShaderRenderCase.cpp | 217 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()
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/external/deqp/modules/glshared/ |
D | glsShaderRenderCase.hpp | 121 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);
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D | glsShaderRenderCase.cpp | 173 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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