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Searched refs:Mat4 (Results 1 – 25 of 57) sorted by relevance

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/external/angle/src/common/
Dmatrix_utils.cpp14 Mat4::Mat4() : Mat4(1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 0.f, 1.f) in Mat4() function in angle::Mat4
17 Mat4::Mat4(const Matrix<float> generalMatrix) : Matrix(std::vector<float>(16, 0), 4, 4) in Mat4() function in angle::Mat4
30 Mat4::Mat4(const std::vector<float> &elements) : Matrix(elements, 4) {} in Mat4() function in angle::Mat4
32 Mat4::Mat4(const float *elements) : Matrix(elements, 4) {} in Mat4() function in angle::Mat4
34 Mat4::Mat4(float m00, in Mat4() function in angle::Mat4
71 Mat4 Mat4::Rotate(float angle, const Vector3 &axis) in Rotate()
111 return Mat4(r00, r01, r02, r03, r10, r11, r12, r13, r20, r21, r22, r23, r30, r31, r32, r33); in Rotate()
115 Mat4 Mat4::Translate(const Vector3 &t) in Translate()
137 return Mat4(r00, r01, r02, r03, r10, r11, r12, r13, r20, r21, r22, r23, r30, r31, r32, r33); in Translate()
141 Mat4 Mat4::Scale(const Vector3 &s) in Scale()
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Dmatrix_utils_unittest.cpp61 void CheckMatrixCloseToGolden(float *golden, const Mat4 &m) in CheckMatrixCloseToGolden()
71 void CheckMatrixCloseToGolden(const std::vector<float> &golden, const Mat4 &m) in CheckMatrixCloseToGolden()
240 Mat4 b(elements); in TEST()
241 Mat4 bVec(elementsVector); in TEST()
247 b = Mat4(); in TEST()
251 Mat4 c(0.0f, 1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f, 9.0f, 10.0f, 11.0f, 12.0f, 13.0f, in TEST()
253 Mat4 d(elements); in TEST()
254 Mat4 e(Matrix<float>(elements, 4)); in TEST()
275 Mat4 r = Mat4::Rotate(0.f, Vector3(0.f, 0.f, 1.f)); in TEST()
276 Mat4 golden(elementsExpected); in TEST()
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Dmatrix_utils.h386 class Mat4 : public Matrix<float>
389 Mat4();
390 Mat4(const Matrix<float> generalMatrix);
391 Mat4(const std::vector<float> &elements);
392 Mat4(const float *elements);
393 Mat4(float m00,
410 static Mat4 Rotate(float angle, const Vector3 &axis);
411 static Mat4 Translate(const Vector3 &t);
412 static Mat4 Scale(const Vector3 &s);
413 static Mat4 Frustum(float l, float r, float b, float t, float n, float f);
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/external/angle/src/tests/gl_tests/gles1/
DMatrixBuiltinsTest.cpp42 angle::Mat4 testMatrix = angle::Mat4::Rotate(angle, angle::Vector3(x, y, z)); in TEST_P()
47 angle::Mat4 outputMatrix; in TEST_P()
61 angle::Mat4 testMatrix = angle::Mat4::Translate(angle::Vector3(x, y, z)); in TEST_P()
68 angle::Mat4 outputMatrix; in TEST_P()
82 angle::Mat4 testMatrix = angle::Mat4::Scale(angle::Vector3(x, y, z)); in TEST_P()
89 angle::Mat4 outputMatrix; in TEST_P()
107 angle::Mat4 testMatrix = angle::Mat4::Frustum(l, r, b, t, n, f); in TEST_P()
112 angle::Mat4 outputMatrix; in TEST_P()
129 angle::Mat4 testMatrix = angle::Mat4::Ortho(l, r, b, t, n, f); in TEST_P()
134 angle::Mat4 outputMatrix; in TEST_P()
DMatrixMultTest.cpp37 angle::Mat4 testMatrix; in TEST_P()
38 angle::Mat4 outputMatrix; in TEST_P()
46 EXPECT_EQ(angle::Mat4(), outputMatrix); in TEST_P()
54 angle::Mat4 testMatrix = angle::Mat4::Translate(angle::Vector3(1.0f, 0.0f, 0.0f)); in TEST_P()
56 angle::Mat4 outputMatrix; in TEST_P()
67 EXPECT_EQ(angle::Mat4::Translate(angle::Vector3(2.0f, 0.0f, 0.0f)), outputMatrix); in TEST_P()
74 EXPECT_EQ(angle::Mat4(), outputMatrix); in TEST_P()
DMatrixLoadTest.cpp37 angle::Mat4 testMatrix(0.0f, 4.0f, 8.0f, 12.0f, 1.0f, 5.0f, 9.0f, 10.0f, 2.0f, 6.0f, 10.0f, in TEST_P()
40 angle::Mat4 outputMatrix; in TEST_P()
56 angle::Mat4 testMatrix(0.0f, 4.0f, 8.0f, 12.0f, 1.0f, 5.0f, 9.0f, 10.0f, 2.0f, 6.0f, 10.0f, in TEST_P()
59 angle::Mat4 outputMatrix; in TEST_P()
73 EXPECT_EQ(angle::Mat4(), outputMatrix); in TEST_P()
79 angle::Mat4 testMatrix(0.0f, 4.0f, 8.0f, 12.0f, 1.0f, 5.0f, 9.0f, 10.0f, 2.0f, 6.0f, 10.0f, in TEST_P()
81 angle::Mat4 outputMatrix; in TEST_P()
96 EXPECT_EQ(angle::Mat4(), outputMatrix); in TEST_P()
/external/angle/src/libANGLE/
DContext_gles_1_0.cpp21 angle::Mat4 FixedMatrixToMat4(const GLfixed *m) in FixedMatrixToMat4()
23 angle::Mat4 matrixAsFloat; in FixedMatrixToMat4()
173 mState.gles1().multMatrix(angle::Mat4::Frustum(l, r, b, t, n, f)); in frustumf()
178 mState.gles1().multMatrix(angle::Mat4::Frustum(ConvertFixedToFloat(l), ConvertFixedToFloat(r), in frustumx()
334 mState.gles1().loadMatrix(angle::Mat4()); in loadIdentity()
339 mState.gles1().loadMatrix(angle::Mat4(m)); in loadMatrixf()
386 mState.gles1().multMatrix(angle::Mat4(m)); in multMatrixf()
433 mState.gles1().multMatrix(angle::Mat4::Ortho(left, right, bottom, top, zNear, zFar)); in orthof()
438 mState.gles1().multMatrix(angle::Mat4::Ortho(ConvertFixedToFloat(l), ConvertFixedToFloat(r), in orthox()
496 mState.gles1().multMatrix(angle::Mat4::Rotate(angle, angle::Vector3(x, y, z))); in rotatef()
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DGLES1State.cpp129 mModelviewMatrices.push_back(angle::Mat4()); in initialize()
130 mProjectionMatrices.push_back(angle::Mat4()); in initialize()
134 stack.push_back(angle::Mat4()); in initialize()
298 const angle::Mat4 &GLES1State::getModelviewMatrix() const in getModelviewMatrix()
319 void GLES1State::loadMatrix(const angle::Mat4 &m) in loadMatrix()
325 void GLES1State::multMatrix(const angle::Mat4 &m) in multMatrix()
328 angle::Mat4 currentMatrix = currentMatrixStack().back(); in multMatrix()
DGLES1State.h177 using MatrixStack = angle::FixedVector<angle::Mat4, Caps::GlobalMatrixStackDepth>;
181 const angle::Mat4 &getModelviewMatrix() const;
183 void loadMatrix(const angle::Mat4 &m);
184 void multMatrix(const angle::Mat4 &m);
DGLES1Renderer.cpp192 angle::Mat4 proj = gles1State.mProjectionMatrices.back(); in prepareForDraw()
195 angle::Mat4 modelview = gles1State.mModelviewMatrices.back(); in prepareForDraw()
199 angle::Mat4 modelviewInvTr = modelview.transpose().inverse(); in prepareForDraw()
207 angle::Mat4 textureMatrix = gles1State.mTextureMatrices[i].back(); in prepareForDraw()
/external/llvm-project/clang/test/SemaCXX/
Dmatrix-type-operators.cpp95 MyMatrix<unsigned, 3, 2> Mat4; in test_multiply_template() local
96 Mat1.value = multiply<unsigned, 3, 2, unsigned, 3, 3, unsigned, 2, 2>(Mat4, Mat2); in test_multiply_template()
102 Mat4.value = Mat4.value * Mat1; in test_multiply_template()
/external/deqp/modules/gles3/functional/
Des3fTextureUnitTests.cpp51 using tcu::Mat4;
185 static Mat4 matExtend3To4 (const Mat3& mat) in matExtend3To4()
187 Mat4 res; in matExtend3To4()
287 static tcu::Vector<tcu::Vec2, 3> calculateLodDerivateParts (const Mat4& transformation) in calculateLodDerivateParts()
353 vector<Mat4> m_transformations;
460 Mat4 transformation = matExtend3To4(Mat3(tempOffsetData) * in MultiTexShader()
491Mat4 finalTrans = matExtend3To4(Mat3(s_cubeTransforms[faceNdx]) * planarTrans); // Final transfor… in MultiTexShader()
492 Mat4 planarTrans4x4 = matExtend3To4(planarTrans); in MultiTexShader()
509 Mat4 transformation(transData); in MultiTexShader()
533 transformation = transformation * Mat4(zScaleTransfData) * Mat4(zTranslationTransfData); in MultiTexShader()
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Des3fShaderMatrixTests.cpp75 using tcu::Mat4;
276 DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4, tcu::Mat4);
509 … tcu::Mat4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int… in getInputValue()
595 template <> inline tcu::Mat4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalCon… in getInputValue()
598 tcu::Mat4 m; in getInputValue()
619 inline tcu::Vec3 reduceToVec3 (const tcu::Mat4& value) { return value.getColumn(0).swizzle(0,1,2) … in reduceToVec3()
825 return Mat4(result); in inverse()
1546 case TYPE_FLOAT_MAT4: writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4x4[inNdx])); break; in init()
1654 m_userAttribTransforms[attribNdx] = Mat4(0.0f); in init()
/external/llvm-project/llvm/test/CodeGen/X86/
Doddsubvector.ll62 %struct.Mat4 = type { %struct.storage }
65 define void @PR40815(%struct.Mat4* nocapture readonly dereferenceable(64), %struct.Mat4* nocapture …
100 %3 = bitcast %struct.Mat4* %0 to <16 x float>*
103 %6 = getelementptr inbounds %struct.Mat4, %struct.Mat4* %1, i64 0, i32 0, i32 0, i64 4
106 %9 = getelementptr inbounds %struct.Mat4, %struct.Mat4* %1, i64 0, i32 0, i32 0, i64 8
109 %12 = getelementptr inbounds %struct.Mat4, %struct.Mat4* %1, i64 0, i32 0, i32 0, i64 12
113 %16 = bitcast %struct.Mat4* %1 to i128*
/external/deqp/modules/gles3/scripts/
Dgen-swizzles.py207 inMat4 = [Mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0),
208Mat4(6.5, 12.5, -0.75, 9.975, 32.0, 1.0/48.0, -8.425, -6.542, 1.0/8.0, 1.0/16.0, 1.0/32.0, 1.0/6…
Dgen-conversions.py270 inMat4 = [Mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0),
271Mat4(6.5, 12.5, -0.75, 9.975, 32.0, 1.0/48.0, -8.425, -6.542, 1.0/8.0, 1.0/16.0, 1.0/32.0, 1.0/6…
/external/deqp/modules/gles2/scripts/
Dgen-swizzles.py203 inMat4 = [Mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0),
204Mat4(6.5, 12.5, -0.75, 9.975, 32.0, 1.0/48.0, -8.425, -6.542, 1.0/8.0, 1.0/16.0, 1.0/32.0, 1.0/6…
Dgen-conversions.py247 inMat4 = [Mat4(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0),
248Mat4(6.5, 12.5, -0.75, 9.975, 32.0, 1.0/48.0, -8.425, -6.542, 1.0/8.0, 1.0/16.0, 1.0/32.0, 1.0/6…
/external/deqp/modules/gles2/functional/
Des2fShaderMatrixTests.cpp67 using tcu::Mat4;
96 static const Mat4 s_constInMat4[2] = { tcu::translationMatrix(tcu::Vec3(0.2f, -0.3f, 0.15f)), tcu::
162 DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4, tcu::Mat4);
344 template <> inline tcu::Mat4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalCont… in getInputValue()
370 template <> inline tcu::Mat4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalCon… in getInputValue()
373 tcu::Mat4 m; in getInputValue()
388 inline tcu::Vec3 reduceToVec3 (const tcu::Mat4& value) { return value.getColumn(0).swizzle(0,1,2) +… in reduceToVec3()
880 case TYPE_FLOAT_MAT4: writeMatrixConstructor<4, 4>(op, Mat4(s_constInMat4[inNdx])); break; in init()
986 m_userAttribTransforms[attribNdx] = Mat4(0.0f); in init()
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
DvktShaderRenderMatrixTests.cpp71 using tcu::Mat4;
271 DECLARE_TYPE_TRAIT(TYPE_FLOAT_MAT4, tcu::Mat4);
504 … tcu::Mat4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int… in getInputValue()
590 template <> inline tcu::Mat4 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_MAT4> (const ShaderEvalCon… in getInputValue()
593 tcu::Mat4 m; in getInputValue()
614 inline tcu::Vec3 reduceToVec3 (const tcu::Mat4& value) { return value.getColumn(0).swizzle(0,1,2) … in reduceToVec3()
820 return Mat4(result); in inverse()
1422 m_userAttribTransforms[attribNdx] = Mat4(0.0f); in ShaderMatrixInstance()
1487 Mat4 result; in addMatrixUniform()
1557 Mat4 matrix = Mat4(dataPtr); in addMatrixUniform()
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/external/deqp/modules/glshared/
DglsShaderRenderCase.cpp137 … int screenWidth, int screenHeight, const Vec4& constCoords, const vector<Mat4>& userAttribTransfo…
144 const vector<Mat4> getUserAttribTransforms (void) const { return m_userAttribTransforms; } in getUserAttribTransforms()
165 vector<Mat4> m_userAttribTransforms;
177 QuadGrid::QuadGrid (int gridSize, int width, int height, const Vec4& constCoords, const vector<Mat4 in QuadGrid()
DglsShaderRenderCase.hpp251 std::vector<tcu::Mat4> m_userAttribTransforms;
/external/deqp/external/openglcts/modules/common/
DglcShaderRenderCase.cpp154 const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures);
173 const vector<Mat4> getUserAttribTransforms(void) const in getUserAttribTransforms()
221 vector<Mat4> m_userAttribTransforms;
234 const vector<Mat4>& userAttribTransforms, const vector<TextureBinding>& textures) in QuadGrid()
DglcShaderRenderCase.hpp309 std::vector<tcu::Mat4> m_userAttribTransforms;
/external/deqp/external/vulkancts/modules/vulkan/spirv_assembly/
DvktSpvAsmIndexingTests.cpp46 using tcu::Mat4;
65 Mat4 matrix[32][32];

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