Searched refs:testInputs (Results 1 – 25 of 91) sorted by relevance
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/external/skia/tests/sksl/intrinsics/ |
D | MinFloat.glsl | 3 uniform vec4 testInputs; 9 …testInputs.x, 0.5) == expectedA.x && min(testInputs.xy, 0.5) == expectedA.xy) && min(testInputs.xy…
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D | MaxFloat.glsl | 3 uniform vec4 testInputs; 9 …testInputs.x, 0.5) == expectedA.x && max(testInputs.xy, 0.5) == expectedA.xy) && max(testInputs.xy…
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D | ClampFloat.glsl | 3 uniform vec4 testInputs; 11 …testInputs.x, -1.0, 1.0) == expectedA.x && clamp(testInputs.xy, -1.0, 1.0) == expectedA.xy) && cla…
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D | MinFloat.metal | 5 float4 testInputs; 20 …testInputs.x, 0.5) == expectedA.x && all(min(_uniforms.testInputs.xy, 0.5) == expectedA.xy)) && al…
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D | MaxFloat.metal | 5 float4 testInputs; 20 …testInputs.x, 0.5) == expectedA.x && all(max(_uniforms.testInputs.xy, 0.5) == expectedA.xy)) && al…
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D | ClampFloat.metal | 5 float4 testInputs; 22 …testInputs.x, -1.0, 1.0) == expectedA.x && all(clamp(_uniforms.testInputs.xy, -1.0, 1.0) == expect…
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D | Ceil.glsl | 3 uniform vec4 testInputs; 8 …n ((((((ceil(testInputs.x) == expected.x && ceil(testInputs.xy) == expected.xy) && ceil(testInputs…
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D | AbsFloat.glsl | 3 uniform vec4 testInputs; 8 …turn ((((((abs(testInputs.x) == expected.x && abs(testInputs.xy) == expected.xy) && abs(testInputs…
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D | Floor.glsl | 3 uniform vec4 testInputs; 8 …((((((floor(testInputs.x) == expected.x && floor(testInputs.xy) == expected.xy) && floor(testInput…
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D | SignFloat.glsl | 3 uniform vec4 testInputs; 8 …n ((((((sign(testInputs.x) == expected.x && sign(testInputs.xy) == expected.xy) && sign(testInputs…
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D | Saturate.glsl | 3 uniform vec4 testInputs; 8 …testInputs.x, 0.0, 1.0) == expected.x && clamp(testInputs.xy, 0.0, 1.0) == expected.xy) && clamp(t…
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D | AbsInt.glsl | 3 uniform vec4 testInputs; 8 …int(testInputs.x)) == expected.x && abs(ivec2(testInputs.xy)) == expected.xy) && abs(ivec3(testInp…
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D | SignInt.glsl | 3 uniform vec4 testInputs; 8 …nt(testInputs.x)) == expected.x && sign(ivec2(testInputs.xy)) == expected.xy) && sign(ivec3(testIn…
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/external/skia/resources/sksl/intrinsics/ |
D | MaxFloat.sksl | 1 uniform half4 testInputs; 7 return (max(testInputs.x, 0.5) == expectedA.x && 8 max(testInputs.xy, 0.5) == expectedA.xy && 9 max(testInputs.xyz, 0.5) == expectedA.xyz && 10 max(testInputs.xyzw, 0.5) == expectedA.xyzw && 11 max(testInputs.x, colorGreen.x) == expectedB.x && 12 max(testInputs.xy, colorGreen.xy) == expectedB.xy && 13 max(testInputs.xyz, colorGreen.xyz) == expectedB.xyz && 14 max(testInputs.xyzw, colorGreen.xyzw) == expectedB.xyzw) ? colorGreen : colorRed;
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D | MinFloat.sksl | 1 uniform half4 testInputs; 7 return (min(testInputs.x, 0.5) == expectedA.x && 8 min(testInputs.xy, 0.5) == expectedA.xy && 9 min(testInputs.xyz, 0.5) == expectedA.xyz && 10 min(testInputs.xyzw, 0.5) == expectedA.xyzw && 11 min(testInputs.x, colorGreen.x) == expectedB.x && 12 min(testInputs.xy, colorGreen.xy) == expectedB.xy && 13 min(testInputs.xyz, colorGreen.xyz) == expectedB.xyz && 14 min(testInputs.xyzw, colorGreen.xyzw) == expectedB.xyzw) ? colorGreen : colorRed;
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D | ClampFloat.sksl | 1 uniform half4 testInputs; 13 return (clamp(testInputs.x, -1, 1) == expectedA.x && 14 clamp(testInputs.xy, -1, 1) == expectedA.xy && 15 clamp(testInputs.xyz, -1, 1) == expectedA.xyz && 16 clamp(testInputs.xyzw, -1, 1) == expectedA.xyzw && 17 clamp(testInputs.x, clampLow.x, clampHigh.x ) == expectedB.x && 18 clamp(testInputs.xy, clampLow.xy, clampHigh.xy ) == expectedB.xy && 19 clamp(testInputs.xyz, clampLow.xyz, clampHigh.xyz ) == expectedB.xyz && 20 clamp(testInputs.xyzw, clampLow.xyzw, clampHigh.xyzw) == expectedB.xyzw) ? colorGreen
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D | Ceil.sksl | 1 uniform half4 testInputs; // equals (-1.25, 0, 0.75, 2.25) 7 return (ceil(testInputs.x) == expected.x && 8 ceil(testInputs.xy) == expected.xy && 9 ceil(testInputs.xyz) == expected.xyz && 10 ceil(testInputs.xyzw) == expected.xyzw &&
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D | Floor.sksl | 1 uniform half4 testInputs; // equals (-1.25, 0, 0.75, 2.25) 7 return (floor(testInputs.x) == expected.x && 8 floor(testInputs.xy) == expected.xy && 9 floor(testInputs.xyz) == expected.xyz && 10 floor(testInputs.xyzw) == expected.xyzw &&
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D | AbsFloat.sksl | 1 uniform half4 testInputs; // equals (-1.25, 0, 0.75, 2.25) 7 return (abs(testInputs.x) == expected.x && 8 abs(testInputs.xy) == expected.xy && 9 abs(testInputs.xyz) == expected.xyz && 10 abs(testInputs.xyzw) == expected.xyzw &&
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D | SignFloat.sksl | 1 uniform half4 testInputs; // equals (-1.25, 0, 0.75, 2.25) 7 return (sign(testInputs.x) == expected.x && 8 sign(testInputs.xy) == expected.xy && 9 sign(testInputs.xyz) == expected.xyz && 10 sign(testInputs.xyzw) == expected.xyzw &&
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D | Saturate.sksl | 1 uniform half4 testInputs; // equals (-1.25, 0, 0.75, 2.25) 7 return (saturate(testInputs.x) == expected.x && 8 saturate(testInputs.xy) == expected.xy && 9 saturate(testInputs.xyz) == expected.xyz && 10 saturate(testInputs.xyzw) == expected.xyzw &&
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D | SignInt.sksl | 1 uniform half4 testInputs; // equals (-1.25, 0, 0.75, 2.25) 7 return (sign(int4(testInputs).x) == expected.x && 8 sign(int4(testInputs).xy) == expected.xy && 9 sign(int4(testInputs).xyz) == expected.xyz && 10 sign(int4(testInputs).xyzw) == expected.xyzw &&
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D | AbsInt.sksl | 1 uniform half4 testInputs; 7 return (abs(int4(testInputs).x) == expected.x && 8 abs(int4(testInputs).xy) == expected.xy && 9 abs(int4(testInputs).xyz) == expected.xyz && 10 abs(int4(testInputs).xyzw) == expected.xyzw &&
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/external/skia/tests/sksl/shared/ |
D | SwizzleByConstantIndex.glsl | 3 uniform vec4 testInputs; 7 vec4 _0_v = testInputs; 13 float _9_x = testInputs.x; 14 float _10_y = testInputs.y; 15 float _11_z = testInputs.z; 16 float _12_w = testInputs.w;
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/external/skia/resources/sksl/shared/ |
D | SwizzleByConstantIndex.sksl | 1 uniform half4 testInputs, colorGreen, colorRed; 4 half4 v = testInputs; 14 half x = testInputs[ZERO]; 15 half y = testInputs[ONE]; 16 half z = testInputs[TWO]; 17 half w = testInputs[THREE];
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