Searched refs:isFloatCase (Results 1 – 4 of 4) sorted by relevance
160 bool isFloatCase = glu::isDataTypeFloatOrVec(m_rgbAttrType); in pushVarCompAttrib() local165 if (isFloatCase || isMatCase) in pushVarCompAttrib()177 bool isFloatCase = glu::isDataTypeFloatOrVec(m_rgbAttrType); in init() local191 DE_ASSERT(isFloatCase || isIntCase || isUintCase || isMatCase); in init()228 if (isFloatCase) in init()243 if (isFloatCase) in init()473 bool isFloatCase = glu::isDataTypeFloatOrVec(m_rgbAttrType); in setupVarAttribPointer() local487 if (isFloatCase) in setupVarAttribPointer()
2069 bool isFloatCase = isDataTypeFloatOrVec(curType); in init() local2074 DE_ASSERT(isBoolCase || isFloatCase || isIntCase || isUintCase); in init()2097 shaderSpec.resultScale = isBoolCase ? 1.0f : isFloatCase ? 0.5f : isUintCase ? 0.5f : 0.1f; in init()2098 shaderSpec.resultBias = isBoolCase ? 0.0f : isFloatCase ? 0.5f : isUintCase ? 0.0f : 0.5f; in init()2102 float rangeMin = isBoolCase ? -1.0f : isFloatCase ? -1.0f : isUintCase ? 0.0f : -5.0f; in init()2103 float rangeMax = isBoolCase ? 1.0f : isFloatCase ? 1.0f : isUintCase ? 2.0f : 5.0f; in init()
1240 bool isFloatCase = !isBoolCase && !isIntCase; // \todo [petri] Better check. in init() local1321 DataType curInDataType = isFloatCase ? s_floatTypes[curInScalarSize - 1] in init()1417 bool isFloatCase = isDataTypeFloatOrVec(curType); in init() local1421 DE_ASSERT(isBoolCase || isFloatCase || isIntCase); in init()1444 shaderSpec.resultScale = isBoolCase ? 1.0f : isFloatCase ? 0.5f : 0.1f; in init()1445 shaderSpec.resultBias = isBoolCase ? 0.0f : isFloatCase ? 0.5f : 0.5f; in init()1447 float rangeMin = isBoolCase ? -1.0f : isFloatCase ? -1.0f : -5.0f; in init()1448 float rangeMax = isBoolCase ? 1.0f : isFloatCase ? 1.0f : 5.0f; in init()
2029 const bool isFloatCase = isDataTypeFloatOrVec(curType); in init() local2034 DE_ASSERT(isBoolCase || isFloatCase || isIntCase || isUintCase); in init()2057 … shaderSpec.resultScale = (isBoolCase ? 1.0f : (isFloatCase ? 0.5f : (isUintCase ? 0.5f : 0.1f))); in init()2058 … shaderSpec.resultBias = (isBoolCase ? 0.0f : (isFloatCase ? 0.5f : (isUintCase ? 0.0f : 0.5f))); in init()2062 … const float rangeMin = (isBoolCase ? -1.0f : (isFloatCase ? -1.0f : (isUintCase ? 0.0f : -5.0f))); in init()2063 … const float rangeMax = (isBoolCase ? 1.0f : (isFloatCase ? 1.0f : (isUintCase ? 2.0f : 5.0f))); in init()