Lines Matching refs:rr
55 static rr::GenericVecType mapDataTypeToGenericVecType(glu::DataType type) in mapDataTypeToGenericVecType()
59 case glu::TYPE_FLOAT_VEC4: return rr::GENERICVECTYPE_FLOAT; in mapDataTypeToGenericVecType()
60 case glu::TYPE_INT_VEC4: return rr::GENERICVECTYPE_INT32; in mapDataTypeToGenericVecType()
61 case glu::TYPE_UINT_VEC4: return rr::GENERICVECTYPE_UINT32; in mapDataTypeToGenericVecType()
64 return rr::GENERICVECTYPE_LAST; in mapDataTypeToGenericVecType()
79 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in FlatColorShader()
80 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in FlatColorShader()
111 void FlatColorShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packe… in shadeVertices()
115 rr::VertexPacket& packet = *packets[packetNdx]; in shadeVertices()
117 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
121 void FlatColorShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::… in shadeFragments()
133 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, color); in shadeFragments()
139 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, icolor); in shadeFragments()
145 rr::writeFragmentOutput(context, packetNdx, fragNdx, 0, uicolor); in shadeFragments()
153 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in GradientShader()
154 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in GradientShader()
155 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in GradientShader()
196 void GradientShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packet… in shadeVertices()
200 rr::VertexPacket& packet = *packets[packetNdx]; in shadeVertices()
202 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
203 packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
207 void GradientShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::F… in shadeFragments()
215 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); in shadeFragments()
226 …if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0… in shadeFragments()
227 …else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx,… in shadeFragments()
228 …else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx… in shadeFragments()
277 decl << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl()
278 decl << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl()
279 decl << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT); in genTexture2DShaderDecl()
360 void Texture2DShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packe… in shadeVertices()
364 rr::VertexPacket& packet = *packets[packetNdx]; in shadeVertices()
366 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
367 packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
371 void Texture2DShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::… in shadeFragments()
384 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); in shadeFragments()
413 …if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0… in shadeFragments()
414 …else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx,… in shadeFragments()
415 …else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx… in shadeFragments()
424 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in TextureCubeShader()
425 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in TextureCubeShader()
426 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in TextureCubeShader()
510 void TextureCubeShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* pac… in shadeVertices()
516 rr::VertexPacket& packet = *packets[packetNdx]; in shadeVertices()
517 …tcu::Vec2 a_coord = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx).x… in shadeVertices()
520 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
525 void TextureCubeShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr… in shadeFragments()
539 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); in shadeFragments()
551 …if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0… in shadeFragments()
552 …else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx,… in shadeFragments()
553 …else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx… in shadeFragments()
562 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in Texture2DArrayShader()
563 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in Texture2DArrayShader()
564 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in Texture2DArrayShader()
621 void Texture2DArrayShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* … in shadeVertices()
625 rr::VertexPacket& packet = *packets[packetNdx]; in shadeVertices()
627 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
628 packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
632 void Texture2DArrayShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const… in shadeFragments()
647 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); in shadeFragments()
659 …if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0… in shadeFragments()
660 …else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx,… in shadeFragments()
661 …else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx… in shadeFragments()
670 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in Texture3DShader()
671 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in Texture3DShader()
672 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in Texture3DShader()
729 void Texture3DShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* packe… in shadeVertices()
733 rr::VertexPacket& packet = *packets[packetNdx]; in shadeVertices()
735 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
736 packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
740 void Texture3DShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const rr::… in shadeFragments()
755 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); in shadeFragments()
767 …if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0… in shadeFragments()
768 …else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx,… in shadeFragments()
769 …else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx… in shadeFragments()
778 << sglr::pdec::VertexAttribute("a_position", rr::GENERICVECTYPE_FLOAT) in DepthGradientShader()
779 << sglr::pdec::VertexAttribute("a_coord", rr::GENERICVECTYPE_FLOAT) in DepthGradientShader()
780 << sglr::pdec::VertexToFragmentVarying(rr::GENERICVECTYPE_FLOAT) in DepthGradientShader()
826 void DepthGradientShader::shadeVertices (const rr::VertexAttrib* inputs, rr::VertexPacket* const* p… in shadeVertices()
830 rr::VertexPacket& packet = *packets[packetNdx]; in shadeVertices()
832 packet.position = rr::readVertexAttribFloat(inputs[0], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
833 packet.outputs[0] = rr::readVertexAttribFloat(inputs[1], packet.instanceNdx, packet.vertexNdx); in shadeVertices()
837 void DepthGradientShader::shadeFragments (rr::FragmentPacket* packets, const int numPackets, const … in shadeFragments()
851 const tcu::Vec4 coord = rr::readTriangleVarying<float>(packets[packetNdx], context, 0, fragNdx); in shadeFragments()
856 …rr::writeFragmentDepth(context, packetNdx, fragNdx, 0, gradientMin + (gradientMax-gradientMin) * f… in shadeFragments()
858 …if (m_outputType == glu::TYPE_FLOAT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx, 0… in shadeFragments()
859 …else if (m_outputType == glu::TYPE_INT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx,… in shadeFragments()
860 …else if (m_outputType == glu::TYPE_UINT_VEC4) rr::writeFragmentOutput(context, packetNdx, fragNdx… in shadeFragments()