Searched refs:getQuantizedFloat (Results 1 – 3 of 3) sorted by relevance
/external/deqp/framework/randomshaders/ |
D | rsgBinaryOps.cpp | 220 float scale = getQuantizedFloat(rnd, minScale, maxScale, scaleStep); in operator ()() 233 float subRangeLen = getQuantizedFloat(rnd, 0.0f, scaledMax-scaledMin, subRangeStep); in operator ()() 234 aMin = scaledMin + getQuantizedFloat(rnd, 0.0f, (scaledMax-scaledMin)-subRangeLen, subRangeStep); in operator ()() 302 …float operator() (de::Random& rnd, float min, float max) const { return getQuantizedFloat(rnd, min… in operator ()() 352 …float operator() (de::Random& rnd, float min, float max) const { return getQuantizedFloat(rnd, min… in operator ()() 492 …float operator() (de::Random& random, float min, float max) const { return getQuantizedFloat(rando… in operator ()() 548 …float operator() (de::Random& random, float min, float max) const { return getQuantizedFloat(rando… in operator ()() 636 …float operator() (de::Random& random, float min, float max) const { return getQuantizedFloat(rando… in computeEqualityValueRange()
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D | rsgUtils.hpp | 53 inline float getQuantizedFloat (de::Random& rnd, float min, float max, float step) in getQuantizedFloat() function
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D | rsgUtils.cpp | 69 dst.component(ndx).asFloat() = getQuantizedFloat(rnd, minVal, maxVal, quantizeStep); in computeRandomValue()
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