/external/deqp/modules/gles2/functional/ |
D | es2fShaderInvarianceTests.cpp | 206 const int numTriangles = 72; in init() local 208 std::vector<tcu::Vec4> triangles (numTriangles * 3 * 2); in init() 212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) in init() 224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) in init() 226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd); in init() 227 triangles[(numTriangles + triNdx)*3 + 1] = genRandomVector(rnd); in init() 228 triangles[(numTriangles + triNdx)*3 + 2] = genRandomVector(rnd); in init() 237 m_verticesInPattern = numTriangles * 3; in init()
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D | es2fMultisampleTests.cpp | 511 const int numTriangles = 25; in renderPattern() local 512 for (int i = 0; i < numTriangles; i++) in renderPattern() 514 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles + 0.001f*(float)m_currentIteration; in renderPattern() 515 …float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles + 0.001f*(float)m_currentItera… in renderPattern() 990 const int numTriangles = 25; in iterate() local 991 for (int i = 0; i < numTriangles; i++) in iterate() 993 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles; in iterate() 994 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles; in iterate() 1403 const int numTriangles = 25; in drawPattern() local 1404 for (int i = 0; i < numTriangles; i++) in drawPattern() [all …]
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderInvarianceTests.cpp | 206 const int numTriangles = 72; in init() local 208 std::vector<tcu::Vec4> triangles (numTriangles * 3 * 2); in init() 212 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) in init() 224 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) in init() 226 triangles[(numTriangles + triNdx)*3 + 0] = genRandomVector(rnd); in init() 227 triangles[(numTriangles + triNdx)*3 + 1] = genRandomVector(rnd); in init() 228 triangles[(numTriangles + triNdx)*3 + 2] = genRandomVector(rnd); in init() 237 m_verticesInPattern = numTriangles * 3; in init()
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D | es3fMultisampleTests.cpp | 679 const int numTriangles = 25; in renderPattern() local 680 for (int i = 0; i < numTriangles; i++) in renderPattern() 682 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles + 0.001f*(float)m_currentIteration; in renderPattern() 683 …float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles + 0.001f*(float)m_currentItera… in renderPattern() 1149 const int numTriangles = 25; in iterate() local 1150 for (int i = 0; i < numTriangles; i++) in iterate() 1152 float angle0 = 2.0f*DE_PI * (float)i / (float)numTriangles; in iterate() 1153 float angle1 = 2.0f*DE_PI * ((float)i + 0.5f) / (float)numTriangles; in iterate() 1553 const int numTriangles = 25; in drawPattern() local 1554 for (int i = 0; i < numTriangles; i++) in drawPattern() [all …]
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/external/swiftshader/src/OpenGL/libGLESv2/ |
D | IndexDataManager.cpp | 117 GLsizei numTriangles = (numIndices - 2); in copyIndices() local 118 for(GLsizei tri = 0; tri < numTriangles; ++tri) in copyIndices() 132 GLsizei numTriangles = (numIndices - 2); in copyIndices() local 133 for(GLsizei tri = 0; tri < numTriangles; ++tri) in copyIndices()
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/external/deqp/modules/gles31/functional/ |
D | es31fMultisampleTests.cpp | 491 const int numTriangles = 25; in drawPattern() local 494 for (int triNdx = 0; triNdx < numTriangles; triNdx++) in drawPattern() 496 const float angle0 = 2.0f*DE_PI * (float)triNdx / (float)numTriangles; in drawPattern() 497 const float angle1 = 2.0f*DE_PI * ((float)triNdx + 0.5f) / (float)numTriangles; in drawPattern() 498 const Vec4 color = Vec4(0.4f + (float)triNdx/(float)numTriangles*0.6f, in drawPattern() 499 0.5f + (float)triNdx/(float)numTriangles*0.3f, in drawPattern() 500 0.6f - (float)triNdx/(float)numTriangles*0.5f, in drawPattern() 501 0.7f - (float)triNdx/(float)numTriangles*0.7f); in drawPattern()
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D | es31fShaderMultisampleInterpolationTests.cpp | 786 const int numTriangles = 200; in setupRenderData() local 788 std::vector<tcu::Vec4> data (numTriangles * 3 * 3); in setupRenderData() 791 m_renderCount = numTriangles * 3; in setupRenderData() 801 for (int triangleNdx = 0; triangleNdx < numTriangles; ++triangleNdx) in setupRenderData() 803 const float angle = ((float)triangleNdx) / (float)numTriangles * 2.0f * DE_PI; in setupRenderData() 804 const float nextAngle = ((float)triangleNdx + 1.0f) / (float)numTriangles * 2.0f * DE_PI; in setupRenderData()
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D | es31fPrimitiveBoundingBoxTests.cpp | 4296 const int numTriangles = rnd.getInt(1, 4); in createVbo() local 4304 drawObject.numVertices = numTriangles * 3; in createVbo() 4308 for (int triangleNdx = 0; triangleNdx < numTriangles; ++triangleNdx) in createVbo()
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D | es31fTessellationTests.cpp | 1478 const int numTriangles = aOrB == 0 ? numTrianglesA : numTrianglesB; in compareTriangleSets() local 1481 for (int triNdx = 0; triNdx < numTriangles; triNdx++) in compareTriangleSets()
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
D | vktShaderRender.hpp | 506 deUint32 numTriangles,
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D | vktShaderRenderDerivateTests.cpp | 678 const deUint32 numTriangles = 2; in iterate() local 707 render(numVertices, numTriangles, indices); in iterate()
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D | vktShaderRender.cpp | 1757 deUint32 numTriangles, in render() argument 1761 render(numVertices, numTriangles * 3, indices, VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, constCoords); in render()
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D | vktShaderRenderTextureGatherTests.cpp | 1267 const deUint32 numTriangles = 2; in iterate() local 1291 render(numVertices, numTriangles, indices); in iterate()
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D | vktShaderRenderTextureFunctionTests.cpp | 1528 const deUint32 numTriangles = 2; in render() local 1533 ShaderRenderCaseInstance::render(numVertices, numTriangles, indices); in render()
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/external/deqp/external/vulkancts/modules/vulkan/tessellation/ |
D | vktTessellationInvarianceTests.cpp | 1156 const int numTriangles = aOrB == 0 ? numTrianglesA : numTrianglesB; in compareTriangleSets() local 1159 for (int triNdx = 0; triNdx < numTriangles; ++triNdx) in compareTriangleSets()
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