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

/external/angle/src/tests/gl_tests/
DSRGBFramebufferTest.cpp102 glUniform4fv(mColorLocation, 1, srgbColor.toNormalizedVector().data()); in TEST_P()
143 glUniform4fv(mColorLocation, 1, srgbColor.toNormalizedVector().data()); in TEST_P()
187 glUniform4fv(mColorLocation, 1, linearColor.toNormalizedVector().data()); in TEST_P()
225 glUniform4fv(mColorLocation, 1, srgbColor.toNormalizedVector().data()); in TEST_P()
278 glUniform4fv(mColorLocation, 1, srgbColor.toNormalizedVector().data()); in TEST_P()
DDiscardFramebufferEXTTest.cpp143 glUniform4fv(colorUniformLocation, 1, GLColor::cyan.toNormalizedVector().data()); in TEST_P()
205 glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
224 glUniform4fv(colorUniformLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
DFramebufferFetchTest.cpp2391 glUniform4fv(colorLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
2397 glUniform4fv(colorLocation, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
2455 glUniform4fv(colorLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
2469 glUniform4fv(colorLocation2, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
2476 glUniform4fv(colorLocation, 1, GLColor::green.toNormalizedVector().data()); in TEST_P()
2542 glUniform4fv(colorLocation, 1, GLColor::green.toNormalizedVector().data()); in TEST_P()
2560 glUniform4fv(fetchColorLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
2645 glUniform4fv(colorLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
2660 glUniform4fv(colorLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
2843 glUniform4fv(colorLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
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DDrawBuffersTest.cpp1530 glUniform4fv(color0UniformLocation, 1, GLColor::red.toNormalizedVector().data()); in setupColorMaskForDrawBuffersTest()
1531 glUniform4fv(color1UniformLocation, 1, GLColor::green.toNormalizedVector().data()); in setupColorMaskForDrawBuffersTest()
1532 glUniform4fv(color2UniformLocation, 1, GLColor::yellow.toNormalizedVector().data()); in setupColorMaskForDrawBuffersTest()
1571 glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
1572 glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data()); in TEST_P()
1577 glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data()); in TEST_P()
1578 glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data()); in TEST_P()
1605 angle::Vector4 clearColor = GLColor::blue.toNormalizedVector(); in TEST_P()
1622 angle::Vector4 clearColor = GLColor::blue.toNormalizedVector(); in TEST_P()
1629 clearColor = GLColor::magenta.toNormalizedVector(); in TEST_P()
DClearTest.cpp827 angle::Vector4 clearColor = clearValues[0].toNormalizedVector(); in TEST_P()
835 clearColor = clearValues[i].toNormalizedVector(); in TEST_P()
903 glClearBufferfv(GL_COLOR, i, clearValues[i].toNormalizedVector().data()); in TEST_P()
962 angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector(); in TEST_P()
984 clearColor = GLColor(63, 127, 191, 31).toNormalizedVector(); in TEST_P()
1012 clearColor = GLColor(127, 191, 31, 63).toNormalizedVector(); in TEST_P()
1068 angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector(); in TEST_P()
1162 glClearBufferfv(GL_COLOR, 0, clearValuef.toNormalizedVector().data()); in TEST_P()
1286 angle::Vector4 clearValuefv = clearValuef.toNormalizedVector(); in TEST_P()
1997 Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
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DVulkanMultithreadingTest.cpp178 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
DMultithreadingTest.cpp245 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
321 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
367 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
418 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
473 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
583 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
641 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
2057 Vector4 color = calculateTestColor(i).toNormalizedVector(); in TEST_P()
2717 Vector4 colorF = color.toNormalizedVector(); in TEST_P()
DIncompleteTextureTest.cpp435 glClearBufferfv(GL_COLOR, 0, clearColor.toNormalizedVector().data()); in TEST_P()
DParallelShaderCompileTest.cpp257 auto normalizeColor = mColor.toNormalizedVector(); in runAndVerify()
DSixteenBppTextureTest.cpp29 const Vector4 &vecColor = glColor.toNormalizedVector(); in Convert565()
DVulkanPerformanceCounterTest.cpp444 angle::Vector4 clearAsVec4 = clearColor.toNormalizedVector(); in maskedFramebufferFetchDraw()
498 angle::Vector4 expectedAsVec4 = expectedColor.toNormalizedVector(); in maskedFramebufferFetchDrawVerify()
1250 glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
3783 glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
3796 glUniform4fv(colorUniformLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
4500 angle::Vector4 clearColor = GLColor::blue.toNormalizedVector(); in TEST_P()
6113 Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
6224 Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
7001 glUniform4fv(colorUniformLocation, 1, color.toNormalizedVector().data()); in testPipelineCacheIsWarm()
DWebGLFramebufferTest.cpp218 Vector4 vecColor = color.toNormalizedVector(); in drawUByteColorQuad()
DMultisampleTest.cpp904 angle::Vector4 c(color.toNormalizedVector()); in drawRectAndBlit()
DBufferDataTest.cpp2040 Vector4 colorVec = color.toNormalizedVector(); in updateColors()
DRobustResourceInitTest.cpp2053 angle::Vector4 clearColor = clearColors[i].toNormalizedVector(); in TEST_P()
DVertexAttributeTest.cpp3334 Vector4 clampedVec = randomColor.toNormalizedVector(); in TEST_P()
DComputeShaderTest.cpp4008 angle::Vector4 expected = textureData.toNormalizedVector(); in TEST_P()
DStateChangeTest.cpp708 const Vector4 &normalizedColor = color.toNormalizedVector(); in setUniformColor()
DTextureTest.cpp2385 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector(); in TEST_P()
/external/angle/src/tests/gl_tests/gles1/
DBGRATextureTest.cpp44 Vector4 colorF = color.toNormalizedVector(); in clearGLColor()
/external/angle/src/tests/perf_tests/
DClearPerf.cpp174 Vector4 floatColor = color.toNormalizedVector(); in drawBenchmark()
/external/angle/src/tests/egl_tests/
DEGLBufferAgeTest.cpp351 glUniform4fv(colorLocation, 1, kColorSet[i].toNormalizedVector().data()); in TEST_P()
420 glUniform4fv(colorLocation, 1, kColorSet[i].toNormalizedVector().data()); in TEST_P()
DEGLSurfaceTest.cpp2171 angle::Vector4 clearColor = testColor.toNormalizedVector(); in TEST_P()
/external/angle/src/tests/test_utils/
DANGLETest.h137 angle::Vector4 toNormalizedVector() const;
DANGLETest.cpp269 Vector4 GLColor::toNormalizedVector() const in toNormalizedVector() function in angle::GLColor