/external/angle/src/tests/gl_tests/ |
D | SRGBFramebufferTest.cpp | 102 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()
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D | DiscardFramebufferEXTTest.cpp | 143 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()
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D | FramebufferFetchTest.cpp | 2391 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() [all …]
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D | DrawBuffersTest.cpp | 1530 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()
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D | ClearTest.cpp | 827 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() [all …]
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D | VulkanMultithreadingTest.cpp | 178 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
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D | MultithreadingTest.cpp | 245 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()
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D | IncompleteTextureTest.cpp | 435 glClearBufferfv(GL_COLOR, 0, clearColor.toNormalizedVector().data()); in TEST_P()
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D | ParallelShaderCompileTest.cpp | 257 auto normalizeColor = mColor.toNormalizedVector(); in runAndVerify()
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D | SixteenBppTextureTest.cpp | 29 const Vector4 &vecColor = glColor.toNormalizedVector(); in Convert565()
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D | VulkanPerformanceCounterTest.cpp | 444 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()
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D | WebGLFramebufferTest.cpp | 218 Vector4 vecColor = color.toNormalizedVector(); in drawUByteColorQuad()
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D | MultisampleTest.cpp | 904 angle::Vector4 c(color.toNormalizedVector()); in drawRectAndBlit()
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D | BufferDataTest.cpp | 2040 Vector4 colorVec = color.toNormalizedVector(); in updateColors()
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D | RobustResourceInitTest.cpp | 2053 angle::Vector4 clearColor = clearColors[i].toNormalizedVector(); in TEST_P()
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D | VertexAttributeTest.cpp | 3334 Vector4 clampedVec = randomColor.toNormalizedVector(); in TEST_P()
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D | ComputeShaderTest.cpp | 4008 angle::Vector4 expected = textureData.toNormalizedVector(); in TEST_P()
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D | StateChangeTest.cpp | 708 const Vector4 &normalizedColor = color.toNormalizedVector(); in setUniformColor()
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D | TextureTest.cpp | 2385 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector(); in TEST_P()
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/external/angle/src/tests/gl_tests/gles1/ |
D | BGRATextureTest.cpp | 44 Vector4 colorF = color.toNormalizedVector(); in clearGLColor()
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/external/angle/src/tests/perf_tests/ |
D | ClearPerf.cpp | 174 Vector4 floatColor = color.toNormalizedVector(); in drawBenchmark()
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/external/angle/src/tests/egl_tests/ |
D | EGLBufferAgeTest.cpp | 351 glUniform4fv(colorLocation, 1, kColorSet[i].toNormalizedVector().data()); in TEST_P() 420 glUniform4fv(colorLocation, 1, kColorSet[i].toNormalizedVector().data()); in TEST_P()
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D | EGLSurfaceTest.cpp | 2171 angle::Vector4 clearColor = testColor.toNormalizedVector(); in TEST_P()
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/external/angle/src/tests/test_utils/ |
D | ANGLETest.h | 137 angle::Vector4 toNormalizedVector() const;
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D | ANGLETest.cpp | 269 Vector4 GLColor::toNormalizedVector() const in toNormalizedVector() function in angle::GLColor
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