Searched refs:uniformColor (Results 1 – 5 of 5) sorted by relevance
/external/skia/src/gpu/effects/generated/ |
D | GrOverrideInputFragmentProcessor.cpp | 29 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()
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D | GrOverrideInputFragmentProcessor.h | 34 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()
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/external/deqp/modules/gles31/functional/ |
D | es31fShaderFramebufferFetchTests.cpp | 558 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… [all …]
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/external/skia/src/gpu/effects/ |
D | GrOverrideInputFragmentProcessor.fp | 14 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;
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/external/skia/tests/ |
D | SkRuntimeEffectTest.cpp | 148 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()
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