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Lines Matching refs:seed

38 …nst char* description, const rsg::ProgramParameters& baseParams, deUint32 seed, bool vertex, bool …  in createRandomShaderCase()  argument
42 params.seed = seed; in createRandomShaderCase()
46 …erCase(context.getTestContext(), context.getRenderContext(), de::toString(seed).c_str(), descripti… in createRandomShaderCase()
70 for (int seed = 0; seed < 100; seed++) in init() local
72 …andomShaderCase(m_context, "Random expressions in vertex shader", params, seed, true, false)); in init()
73 …andomShaderCase(m_context, "Random expressions in fragment shader", params, seed, false, true)); in init()
74 …derCase(m_context, "Random expressions in vertex and fragment shaders", params, seed, true, true)); in init()
101 for (int seed = 0; seed < 100; seed++) in init() local
103 …andomShaderCase(m_context, "Scalar conversions in vertex shader", params, seed, true, false)); in init()
104 …andomShaderCase(m_context, "Scalar conversions in fragment shader", params, seed, false, true)); in init()
105 …derCase(m_context, "Scalar conversions in vertex and fragment shaders", params, seed, true, true)); in init()
130 for (int seed = 0; seed < 50; seed++) in init() local
132 …reateRandomShaderCase(m_context, "Vector swizzles in vertex shader", params, seed, true, false)); in init()
133 …reateRandomShaderCase(m_context, "Vector swizzles in fragment shader", params, seed, false, true)); in init()
158 for (int seed = 0; seed < 50; seed++) in init() local
160 …RandomShaderCase(m_context, "Comparison operators in vertex shader", params, seed, true, false)); in init()
161 …andomShaderCase(m_context, "Comparison operators in fragment shader", params, seed, false, true)); in init()
195 for (int seed = 0; seed < 100; seed++) in init() local
197 …ShaderCase(m_context, "Conditional control flow in vertex shader", params, seed, true, false)); in init()
198 …haderCase(m_context, "Conditional control flow in fragment shader", params, seed, false, true)); in init()
199 …e(m_context, "Conditional control flow in vertex and fragment shaders", params, seed, true, true)); in init()
225 for (int seed = 0; seed < 100; seed++) in init() local
227 …eateRandomShaderCase(m_context, "Trigonometric ops in vertex shader", params, seed, true, false)); in init()
228 …ateRandomShaderCase(m_context, "Trigonometric ops in fragment shader", params, seed, false, true)); in init()
254 for (int seed = 0; seed < 100; seed++) in init() local
256 …reateRandomShaderCase(m_context, "Exponential ops in vertex shader", params, seed, true, false)); in init()
257 …reateRandomShaderCase(m_context, "Exponential ops in fragment shader", params, seed, false, true)); in init()
289 for (int seed = 0; seed < 50; seed++) in init() local
290 …reateRandomShaderCase(m_context, "Texture lookups in vertex shader", params, seed, true, false)); in init()
292 for (int seed = 0; seed < 150; seed++) in init() local
293 …reateRandomShaderCase(m_context, "Texture lookups in fragment shader", params, seed, false, true)); in init()
334 for (int seed = 0; seed < 100; seed++) in init() local
336 …reateRandomShaderCase(m_context, "Texture lookups in vertex shader", params, seed, true, false)); in init()
337 …reateRandomShaderCase(m_context, "Texture lookups in fragment shader", params, seed, false, true)); in init()