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Searched refs:zFar (Results 1 – 25 of 69) sorted by relevance

123

/external/deqp/modules/gles2/functional/
Des2fDepthRangeTests.cpp105 inline float depthRangeTransform (const float zd, const float zNear, const float zFar) in depthRangeTransform() argument
108 const float cFar = de::clamp(zFar, 0.0f, 1.0f); in depthRangeTransform()
115 …t char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 com…
127 …t char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar, const deUint32 com… in DepthRangeCompareCase() argument
131 , m_zFar (zFar) in DepthRangeCompareCase()
266 …st char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar);
277 …nst char* name, const char* desc, const tcu::Vec4& depthCoord, const float zNear, const float zFar) in DepthRangeWriteCase() argument
281 , m_zFar (zFar) in DepthRangeWriteCase()
413 const float zFar; in init() member
436 …text, cases[ndx].name, cases[ndx].desc, cases[ndx].depthCoord, cases[ndx].zNear, cases[ndx].zFar)); in init()
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Des2fShaderBuiltinVarTests.cpp158 , zFar (1.0f) in DepthRangeParams()
164 , zFar (zFar_) in DepthRangeParams()
169 float zFar; member
183 float zFar = deFloatClamp(m_params.zFar, 0.0f, 1.0f); in evaluate() local
184 float diff = zFar - zNear; in evaluate()
185 c.color.xyz() = tcu::Vec3(zNear, zFar, diff*0.5f + 0.5f); in evaluate()
251 …Message << "glDepthRangef(" << m_depthRange.zNear << ", " << m_depthRange.zFar << ")" << tcu::Test… in iterate()
252 gl.depthRangef(m_depthRange.zNear, m_depthRange.zFar); in iterate()
/external/mesa3d/src/mesa/main/
Des1_conversion.h53 _mesa_DepthRangex(GLclampx zNear, GLclampx zFar);
69 GLfloat zNear, GLfloat zFar);
73 GLfixed zNear, GLfixed zFar);
134 GLfloat zNear, GLfloat zFar);
138 GLfixed zNear, GLfixed zFar);
Des1_conversion.c97 _mesa_DepthRangex(GLclampx zNear, GLclampx zFar) in _mesa_DepthRangex() argument
100 (GLclampf) (zFar / 65536.0f)); in _mesa_DepthRangex()
180 GLfloat zNear, GLfloat zFar) in _mesa_Frustumf() argument
187 (GLdouble) (zFar)); in _mesa_Frustumf()
192 GLfixed zNear, GLfixed zFar) in _mesa_Frustumx() argument
199 (GLdouble) (zFar / 65536.0)); in _mesa_Frustumx()
664 GLfloat zNear, GLfloat zFar) in _mesa_Orthof() argument
671 (GLdouble) (zFar)); in _mesa_Orthof()
676 GLfixed zNear, GLfixed zFar) in _mesa_Orthox() argument
683 (GLdouble) (zFar / 65536.0)); in _mesa_Orthox()
/external/mesa3d/src/mapi/glapi/
Dglapi_dispatch.c105 …glFrustumf (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
107 …Y glOrthof (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
114 GL_API void GL_APIENTRY glDepthRangex (GLclampx zNear, GLclampx zFar);
117 …glFrustumx (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
135 …Y glOrthox (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
/external/swiftshader/src/OpenGL/common/
DMatrixStack.hpp43 void frustum(float left, float right, float bottom, float top, float zNear, float zFar);
44 void ortho(double left, double right, double bottom, double top, double zNear, double zFar);
DMatrixStack.cpp124 …oid MatrixStack::frustum(float left, float right, float bottom, float top, float zNear, float zFar) in frustum() argument
131 float f = (float)zFar; in frustum()
146 …MatrixStack::ortho(double left, double right, double bottom, double top, double zNear, double zFar) in ortho() argument
153 float f = (float)zFar; in ortho()
/external/mesa3d/src/gallium/tests/graw/
Dtri-gs.c54 float zNear, float zFar) in set_viewport() argument
56 float z = zFar; in set_viewport()
59 float half_depth = ((float)zFar - (float)zNear) / 2.0f; in set_viewport()
Dshader-leak.c53 float zNear, float zFar) in set_viewport() argument
55 float z = zFar; in set_viewport()
58 float half_depth = ((float)zFar - (float)zNear) / 2.0f; in set_viewport()
Dtri-instanced.c83 float zNear, float zFar) in set_viewport() argument
85 float z = zFar; in set_viewport()
88 float half_depth = ((float)zFar - (float)zNear) / 2.0f; in set_viewport()
Dquad-sample.c63 float zNear, float zFar) in set_viewport() argument
65 float z = zFar; in set_viewport()
68 float half_depth = ((float)zFar - (float)zNear) / 2.0f; in set_viewport()
Dfs-test.c135 float zNear, float zFar) in set_viewport() argument
137 float z = zFar; in set_viewport()
140 float half_depth = ((float)zFar - (float)zNear) / 2.0f; in set_viewport()
Dvs-test.c115 float zNear, float zFar) in set_viewport() argument
117 float z = zFar; in set_viewport()
120 float half_depth = ((float)zFar - (float)zNear) / 2.0f; in set_viewport()
Dgs-test.c193 float zNear, float zFar) in set_viewport() argument
195 float z = zFar; in set_viewport()
198 float half_depth = ((float)zFar - (float)zNear) / 2.0f; in set_viewport()
Dgraw_util.h188 float zNear, float zFar) in graw_util_viewport() argument
193 float half_depth = (zFar - zNear) / 2.0f; in graw_util_viewport()
/external/replicaisland/src/com/replica/replicaisland/
DGLErrorLogger.java195 public void glDepthRangef(float zNear, float zFar) { in glDepthRangef() argument
196 ((GL10)mGL).glDepthRangef(zNear, zFar); in glDepthRangef()
200 public void glDepthRangex(int zNear, int zFar) { in glDepthRangex() argument
201 ((GL10)mGL).glDepthRangex(zNear, zFar); in glDepthRangex()
281 float top, float zNear, float zFar) { in glFrustumf() argument
283 top, zNear, zFar); in glFrustumf()
288 int zNear, int zFar) { in glFrustumx() argument
290 zNear, zFar); in glFrustumx()
511 float zNear, float zFar) { in glOrthof() argument
513 zNear, zFar); in glOrthof()
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/external/angle/third_party/VulkanMemoryAllocator/src/
DCommon.h242 static mat4 Perspective(float fovY, float aspectRatio, float zNear, float zFar) in Perspective()
249 0.0f, 0.0f, zFar / (zFar - zNear), 1.0f, in Perspective()
250 0.0f, 0.0f, -zNear * zFar / (zFar - zNear), 0.0f); in Perspective()
/external/swiftshader/third_party/PowerVR_SDK/Builds/Include/GLES/
Dglext.h672 GL_API void GL_APIENTRY glDepthRangexOES (GLclampx zNear, GLclampx zFar);
675 …rustumxOES (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
693 …lOrthoxOES (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
712 typedef void (GL_APIENTRYP PFNGLDEPTHRANGEXOESPROC) (GLclampx zNear, GLclampx zFar);
715 …MXOESPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
733 …OXOESPROC) (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
846 GL_API void GL_APIENTRY glDepthRangefOES (GLclampf zNear, GLclampf zFar);
847 …rustumfOES (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
848 …lOrthofOES (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
853 typedef void (GL_APIENTRYP PFNGLDEPTHRANGEFOESPROC) (GLclampf zNear, GLclampf zFar);
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Dgl.h598 GL_API void GL_APIENTRY glDepthRangef (GLclampf zNear, GLclampf zFar);
601 …glFrustumf (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
619 …Y glOrthof (GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
659 GL_API void GL_APIENTRY glDepthRangex (GLclampx zNear, GLclampx zFar);
671 …glFrustumx (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
707 …Y glOrthox (GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
/external/deqp/modules/gles3/functional/
Des3fShaderBuiltinVarTests.cpp167 , zFar (1.0f) in DepthRangeParams()
173 , zFar (zFar_) in DepthRangeParams()
178 float zFar; member
192 float zFar = deFloatClamp(m_params.zFar, 0.0f, 1.0f); in evaluate() local
193 float diff = zFar - zNear; in evaluate()
194 c.color.xyz() = tcu::Vec3(zNear, zFar, diff*0.5f + 0.5f); in evaluate()
266 …Message << "glDepthRangef(" << m_depthRange.zNear << ", " << m_depthRange.zFar << ")" << tcu::Test… in iterate()
267 gl.depthRangef(m_depthRange.zNear, m_depthRange.zFar); in iterate()
/external/swiftshader/src/OpenGL/libGLES_CM/
DlibGLES_CM.hpp85 void (GL_APIENTRY *glDepthRangex)(GLclampx zNear, GLclampx zFar);
86 void (GL_APIENTRY *glDepthRangef)(GLclampf zNear, GLclampf zFar);
102 …glFrustumf)(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
103 …glFrustumx)(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
163 … *glOrthof)(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
164 … *glOrthox)(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
Dmain.cpp195 void GL_APIENTRY DepthRangex(GLclampx zNear, GLclampx zFar);
196 void GL_APIENTRY DepthRangef(GLclampf zNear, GLclampf zFar);
212 …RY Frustumf(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
213 …RY Frustumx(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
273 …NTRY Orthof(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
274 …NTRY Orthox(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar);
743 GL_API void GL_APIENTRY glDepthRangex(GLclampx zNear, GLclampx zFar) in glDepthRangex() argument
745 return es1::DepthRangex(zNear, zFar); in glDepthRangex()
748 GL_API void GL_APIENTRY glDepthRangef(GLclampf zNear, GLclampf zFar) in glDepthRangef() argument
750 return es1::DepthRangef(zNear, zFar); in glDepthRangef()
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DContext.h265 float zFar; member
319 void setDepthRange(float zNear, float zFar);
527 …void frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar
528 void ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar);
DlibGLES_CM.cpp1152 void GL_APIENTRY DepthRangef(GLclampf zNear, GLclampf zFar) in DepthRangef() argument
1154 TRACE("(GLclampf zNear = %f, GLclampf zFar = %f)", zNear, zFar); in DepthRangef()
1160 context->setDepthRange(zNear, zFar); in DepthRangef()
1164 void GL_APIENTRY DepthRangex(GLclampx zNear, GLclampx zFar) in DepthRangex() argument
1166 DepthRangef((float)zNear / 0x10000, (float)zFar / 0x10000); in DepthRangex()
1695 …TRY Frustumf(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) in Frustumf() argument
1697 … GLfloat top = %f, GLfloat zNear = %f, GLfloat zFar = %f)", left, right, bottom, top, zNear, zFar); in Frustumf()
1699 if(zNear <= 0.0f || zFar <= 0.0f || left == right || bottom == top || zNear == zFar) in Frustumf()
1708 context->frustum(left, right, bottom, top, zNear, zFar); in Frustumf()
1712 …TRY Frustumx(GLfixed left, GLfixed right, GLfixed bottom, GLfixed top, GLfixed zNear, GLfixed zFar) in Frustumx() argument
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DContext.cpp99 mState.zFar = 1.0f; in Context()
417 void Context::setDepthRange(float zNear, float zFar) in setDepthRange() argument
420 mState.zFar = zFar; in setDepthRange()
1158 params[1] = mState.zFar; in getFloatv()
1753 float zFar = clamp01(mState.zFar); in applyRenderTarget() local
1760 viewport.maxZ = zFar; in applyRenderTarget()
2817 float Zw = sw::clamp(mState.zNear + z * (mState.zFar - mState.zNear), mState.zNear, mState.zFar); in drawTexture()
3292 …ext::frustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) in frustum() argument
3294 currentMatrixStack().frustum(left, right, bottom, top, zNear, zFar); in frustum()
3297 …ntext::ortho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat zNear, GLfloat zFar) in ortho() argument
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