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Searched refs:uniformColor (Results 1 – 5 of 5) sorted by relevance

/external/skia/src/gpu/effects/generated/
DGrOverrideInputFragmentProcessor.cpp29 auto uniformColor = _outer.uniformColor; in emitCode() local
30 (void)uniformColor; in emitCode()
58 pdman.set4fv(uniformColorVar, 1, (_outer.uniformColor).vec()); in onSetData()
83 if (uniformColor != that.uniformColor) return false; in onIsEqual()
92 , uniformColor(src.uniformColor) in GrOverrideInputFragmentProcessor()
DGrOverrideInputFragmentProcessor.h34 return ConstantOutputForConstantInput(this->childProcessor(0), uniformColor); in constantOutputForConstantInput()
48 SkPMColor4f uniformColor; variable
54 SkPMColor4f uniformColor, in GrOverrideInputFragmentProcessor() argument
57 (OptimizationFlags)OptFlags(fp, useUniform ? uniformColor : literalColor)) in GrOverrideInputFragmentProcessor()
59 , uniformColor(uniformColor) in GrOverrideInputFragmentProcessor()
/external/deqp/modules/gles31/functional/
Des31fShaderFramebufferFetchTests.cpp558 tcu::TextureLevel genReferenceTexture (const tcu::Vec4& fbColor, const tcu::Vec4& uniformColor);
566 …extureFormatTestCase::genReferenceTexture (const tcu::Vec4& fbColor, const tcu::Vec4& uniformColor) in genReferenceTexture() argument
573 tcu::clear(reference.getAccess(), fbColor.asUint() + uniformColor.asUint()); in genReferenceTexture()
577 tcu::clear(reference.getAccess(), fbColor.asInt() + uniformColor.asInt()); in genReferenceTexture()
583 const tcu::Vec4 fragmentColor = tcu::sRGBToLinear(fbColor) + uniformColor; in genReferenceTexture()
588 tcu::clear(reference.getAccess(), fbColor + uniformColor); in genReferenceTexture()
597 const tcu::Vec4 uniformColor = scaleColorValue(m_texFmt, tcu::Vec4(0.1f, 0.1f, 0.1f, 1.0f)); in iterate() local
600 tcu::TextureLevel reference = genReferenceTexture(fbColor, uniformColor); in iterate()
604 genUniformColor(uniformColor); in iterate()
631 …tcu::TextureLevel genReferenceTexture (const tcu::Vec4& fbColor, const tcu::Vec4& uniformColor
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/external/skia/src/gpu/effects/
DGrOverrideInputFragmentProcessor.fp14 layout(when=useUniform, ctype=SkPMColor4f) in uniform half4 uniformColor;
41 return ConstantOutputForConstantInput(this->childProcessor(0), uniformColor);
45 @optimizationFlags { OptFlags(fp, useUniform ? uniformColor : literalColor) }
50 constColor = uniformColor;
/external/skia/tests/
DSkRuntimeEffectTest.cpp148 TestEffect uniformColor(r, "uniform float4 gColor;", "color = half4(gColor);"); in test_RuntimeEffect_Shaders() local
150 uniformColor["gColor"] = float4{ 0.0f, 0.25f, 0.75f, 1.0f }; in test_RuntimeEffect_Shaders()
151 uniformColor.test(r, surface, 0xFFBF4000); in test_RuntimeEffect_Shaders()
153 uniformColor["gColor"] = float4{ 0.75f, 0.25f, 0.0f, 1.0f }; in test_RuntimeEffect_Shaders()
154 uniformColor.test(r, surface, 0xFF0040BF); in test_RuntimeEffect_Shaders()