Searched refs:deFloatPow (Results 1 – 12 of 12) sorted by relevance
/external/deqp/modules/gles2/functional/ |
D | es2fShaderConstExprTests.cpp | 91 …(${T} (1.7), ${T} (3.5))", glu::TYPE_FLOAT, 1, 4, glu::TYPE_FLOAT, deFloatPow(1.7f, 3.5f) }, in init()
|
D | es2fBufferWriteTests.cpp | 488 …const int size = de::clamp(deRoundFloatToInt32((float)m_curSize * deFloatPow(rnd.getFloat(0.0f, 0.… in iterate()
|
/external/deqp/framework/delibs/debase/ |
D | deMath.h | 115 DE_INLINE float deFloatPow (float a, float b) { return (float)pow(a, b); } in deFloatPow() function
|
/external/deqp/framework/common/ |
D | tcuFuzzyImageCompare.cpp | 325 err = deFloatPow(err, params.errExp); in fuzzyCompare()
|
D | tcuTextureUtil.cpp | 40 return deFloatPow((cs + 0.055f) / 1.055f, 2.4f); in sRGBChannelToLinear() 50 return 1.055f*deFloatPow(cl, 0.41666f) - 0.055f; in linearChannelToSRGB()
|
D | tcuVectorUtil.hpp | 443 TCU_DECLARE_VECTOR_BINARY_FUNC(pow, deFloatPow)
|
D | tcuTexture.cpp | 399 float e = deFloatPow(2.0f, (float)(expp-eBias-mBits)); in packRGB999E5() 425 float e = deFloatPow(2.0f, (float)((int)exp - eBias - mBits)); in unpackRGB999E5()
|
/external/deqp/modules/gles3/functional/ |
D | es3fShaderConstExprTests.cpp | 98 …(${T} (1.7), ${T} (3.5))", glu::TYPE_FLOAT, 1, 4, glu::TYPE_FLOAT, deFloatPow(1.7f, 3.5f) }, in init()
|
D | es3fBufferWriteTests.cpp | 500 …const int size = de::clamp(deRoundFloatToInt32((float)m_curSize * deFloatPow(rnd.getFloat(0.0f, 0.… in iterate()
|
/external/deqp/modules/gles3/stress/ |
D | es3sSpecialFloatTests.cpp | 1178 const float texCoordX = deFloatPow(2.0f, (float)x - (float)gridSize / 2.0f); in iterate() 1179 const float texCoordY = deFloatPow(2.0f, (float)y - (float)gridSize / 2.0f); in iterate()
|
/external/deqp/modules/gles2/performance/ |
D | es2pShaderCompilationCases.cpp | 2984 if (deFloatPow((float)numIterations, (float)nestingDepth) > (float)maxTotalLoopIterations) in addShaderCompilationPerformanceCases()
|
/external/deqp/modules/gles3/performance/ |
D | es3pShaderCompilationCases.cpp | 3004 if (deFloatPow((float)numIterations, (float)nestingDepth) > (float)maxTotalLoopIterations) in addShaderCompilationPerformanceCases()
|