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Searched refs:_vec2 (Results 1 – 9 of 9) sorted by relevance

/external/deqp/external/openglcts/modules/glesext/tessellation_shader/
DesextcTessellationShaderUtils.hpp82 typedef struct _vec2 struct
92 _vec2(float in_x, float in_y) in _vec2() argument
103 bool operator==(const _vec2& in) const in operator ==() argument
113 bool operator!=(const _vec2& in) const in operator !=() argument
117 } _vec2; typedef
DesextcTessellationShaderQuads.cpp360 std::vector<_vec2> TessellationShaderQuadsInnerTessellationLevelRounding::getUniqueTessCoordinatesF… in getUniqueTessCoordinatesFromVertexDataSet()
363 std::vector<_vec2> result; in getUniqueTessCoordinatesFromVertexDataSet()
368 _vec2 vertex(vertex_data[0], vertex_data[1]); in getUniqueTessCoordinatesFromVertexDataSet()
701 std::vector<_vec2> set1_tess_coordinates = in iterate()
709 for (std::vector<_vec2>::iterator coordinate_iterator = set1_tess_coordinates.begin(); in iterate()
712 const _vec2& coordinate = *coordinate_iterator; in iterate()
DesextcTessellationShaderQuads.hpp193 std::vector<_vec2> getUniqueTessCoordinatesFromVertexDataSet(const float* raw_data,
DesextcTessellationShaderTCTE.hpp242 std::vector<_vec2> result_value1_data;
DesextcTessellationShaderTCTE.cpp2928 _vec2 new_item = _vec2(data_ptr[0], data_ptr[1]); in initTestRun()
2972 _vec2 reference_result_value1(0, 0); in iterate()
/external/deqp/modules/gles2/functional/
Des2fShaderOperatorTests.cpp621 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
627 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
633 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
639 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
645 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
683 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
688 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
693 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
698 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1…
703 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.…
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
DvktShaderRenderOperatorTests.cpp831 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
837 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
843 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
849 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
855 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
911 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
916 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
921 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
926 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1…
931 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.…
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/external/deqp/modules/gles3/functional/
Des3fShaderOperatorTests.cpp902 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
908 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
914 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
920 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
926 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(3, 1…
982 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
987 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
992 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].swizzle(3, …
997 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.in[1…
1002 …void eval_##FUNC_NAME##_vec2 (ShaderEvalContext& c) { c.color.yz() = FUNC_NAME(c.in[0].z(), c.…
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/external/deqp/external/vulkancts/data/vulkan/glsl/440/
Dlinkage.test2089 case as_vec2_vec2-2_vec2
2189 case as_float_float-2_vec2-2_float