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/external/skia/tests/sksl/intrinsics/
DMinFloat.glsl3 uniform vec4 testInputs;
9testInputs.x, 0.5) == expectedA.x && min(testInputs.xy, 0.5) == expectedA.xy) && min(testInputs.xy…
DMaxFloat.glsl3 uniform vec4 testInputs;
9testInputs.x, 0.5) == expectedA.x && max(testInputs.xy, 0.5) == expectedA.xy) && max(testInputs.xy…
DClampFloat.glsl3 uniform vec4 testInputs;
11testInputs.x, -1.0, 1.0) == expectedA.x && clamp(testInputs.xy, -1.0, 1.0) == expectedA.xy) && cla…
DMinFloat.metal5 float4 testInputs;
20testInputs.x, 0.5) == expectedA.x && all(min(_uniforms.testInputs.xy, 0.5) == expectedA.xy)) && al…
DMaxFloat.metal5 float4 testInputs;
20testInputs.x, 0.5) == expectedA.x && all(max(_uniforms.testInputs.xy, 0.5) == expectedA.xy)) && al…
DClampFloat.metal5 float4 testInputs;
22testInputs.x, -1.0, 1.0) == expectedA.x && all(clamp(_uniforms.testInputs.xy, -1.0, 1.0) == expect…
DCeil.glsl3 uniform vec4 testInputs;
8 …n ((((((ceil(testInputs.x) == expected.x && ceil(testInputs.xy) == expected.xy) && ceil(testInputs
DAbsFloat.glsl3 uniform vec4 testInputs;
8 …turn ((((((abs(testInputs.x) == expected.x && abs(testInputs.xy) == expected.xy) && abs(testInputs
DFloor.glsl3 uniform vec4 testInputs;
8 …((((((floor(testInputs.x) == expected.x && floor(testInputs.xy) == expected.xy) && floor(testInput…
DSignFloat.glsl3 uniform vec4 testInputs;
8 …n ((((((sign(testInputs.x) == expected.x && sign(testInputs.xy) == expected.xy) && sign(testInputs
DSaturate.glsl3 uniform vec4 testInputs;
8testInputs.x, 0.0, 1.0) == expected.x && clamp(testInputs.xy, 0.0, 1.0) == expected.xy) && clamp(t…
DAbsInt.glsl3 uniform vec4 testInputs;
8 …int(testInputs.x)) == expected.x && abs(ivec2(testInputs.xy)) == expected.xy) && abs(ivec3(testInp…
DSignInt.glsl3 uniform vec4 testInputs;
8 …nt(testInputs.x)) == expected.x && sign(ivec2(testInputs.xy)) == expected.xy) && sign(ivec3(testIn…
/external/skia/resources/sksl/intrinsics/
DMaxFloat.sksl1 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;
DMinFloat.sksl1 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;
DClampFloat.sksl1 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
DCeil.sksl1 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 &&
DFloor.sksl1 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 &&
DAbsFloat.sksl1 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 &&
DSignFloat.sksl1 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 &&
DSaturate.sksl1 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 &&
DSignInt.sksl1 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 &&
DAbsInt.sksl1 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 &&
/external/skia/tests/sksl/shared/
DSwizzleByConstantIndex.glsl3 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;
/external/skia/resources/sksl/shared/
DSwizzleByConstantIndex.sksl1 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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