Home
last modified time | relevance | path

Searched refs:_vec4 (Results 1 – 6 of 6) sorted by relevance

/external/deqp/external/openglcts/modules/glesext/tessellation_shader/
DesextcTessellationShaderUtils.hpp120 typedef struct _vec4 struct
134 _vec4(float in_x, float in_y, float in_z, float in_w) in _vec4() argument
147 bool operator==(const _vec4& in) const in operator ==() argument
157 bool operator!=(const _vec4& in) const in operator !=() argument
161 } _vec4; typedef
DesextcTessellationShaderTCTE.hpp137 std::vector<_vec4> result_tc_position_data;
138 std::vector<_vec4> result_tc_value1_data;
140 std::vector<_vec4> result_te_patch_data;
142 std::vector<_vec4> result_te_position_data;
241 std::vector<_vec4> result_position_data;
DesextcTessellationShaderTCTE.cpp845 _vec4 new_entry(position_data[0], position_data[1], position_data[2], position_data[3]); in executeTestRun()
853 _vec4 new_entry(value1_data[0], value1_data[1], value1_data[2], value1_data[3]); in executeTestRun()
869 _vec4 new_entry(position_data[0], position_data[1], position_data[2], position_data[3]); in executeTestRun()
891 _vec4 new_entry(patch_data_ptr[0], patch_data_ptr[1], patch_data_ptr[2], patch_data_ptr[3]); in executeTestRun()
954 for (std::vector<_vec4>::const_iterator data_iterator = run.result_tc_position_data.begin(); in iterate()
957 const _vec4& data = *data_iterator; in iterate()
986 for (std::vector<_vec4>::const_iterator data_iterator = run.result_tc_value1_data.begin(); in iterate()
989 const _vec4& data = *data_iterator; in iterate()
991_vec4 expected_value = _vec4((float)vertex_id, ((float)vertex_id) * 0.5f, ((float)vertex_id) * 0… in iterate()
1096 for (std::vector<_vec4>::const_iterator data_iterator = run.result_te_position_data.begin(); in iterate()
[all …]
/external/deqp/modules/gles2/functional/
Des2fShaderOperatorTests.cpp623 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
629 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
635 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
641 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
647 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
685 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
690 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
695 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
700 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].x(…
705 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1…
[all …]
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
DvktShaderRenderOperatorTests.cpp833 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
839 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
845 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
851 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
857 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
913 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
918 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
923 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
928 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].x(…
933 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1…
[all …]
/external/deqp/modules/gles3/functional/
Des3fShaderOperatorTests.cpp904 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
910 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
916 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
922 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
928 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color.x() = FUNC_NAME(c.in[0].swizzle(1, 2…
984 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
989 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
994 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].swizzle(1, 2, 3…
999 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1].x(…
1004 …void eval_##FUNC_NAME##_vec4 (ShaderEvalContext& c) { c.color = FUNC_NAME(c.in[0].z(), c.in[1…
[all …]