/external/deqp/modules/gles3/accuracy/ |
D | es3aVaryingInterpolationTests.cpp | 47 using tcu::Vec3; 61 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, floa… in projectedTriInterpolate() 66 …rfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias) in renderReference() 71 …Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2… in renderReference() 72 …Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2… in renderReference() 73 …Vec3 triB[2] = { Vec3(coords[0*3+2], coords[1*3+2], coords[2*3+2]), Vec3(coords[3*3+2], coords[2… in renderReference() 74 tcu::Vec3 triW[2] = { wCoord.swizzle(0, 1, 2), wCoord.swizzle(3, 2, 1) }; in renderReference() 103 … name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVa… 110 tcu::Vec3 m_min; 111 tcu::Vec3 m_max; [all …]
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/external/deqp/modules/gles2/accuracy/ |
D | es2aVaryingInterpolationTests.cpp | 45 using tcu::Vec3; 59 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, floa… in projectedTriInterpolate() 64 …rfaceAccess& dst, const float coords[4*3], const Vec4& wCoord, const Vec3& scale, const Vec3& bias) in renderReference() 69 …Vec3 triR[2] = { Vec3(coords[0*3+0], coords[1*3+0], coords[2*3+0]), Vec3(coords[3*3+0], coords[2… in renderReference() 70 …Vec3 triG[2] = { Vec3(coords[0*3+1], coords[1*3+1], coords[2*3+1]), Vec3(coords[3*3+1], coords[2… in renderReference() 71 …Vec3 triB[2] = { Vec3(coords[0*3+2], coords[1*3+2], coords[2*3+2]), Vec3(coords[3*3+2], coords[2… in renderReference() 72 tcu::Vec3 triW[2] = { wCoord.swizzle(0, 1, 2), wCoord.swizzle(3, 2, 1) }; in renderReference() 101 … name, const char* desc, glu::Precision precision, const tcu::Vec3& minVal, const tcu::Vec3& maxVa… 108 tcu::Vec3 m_min; 109 tcu::Vec3 m_max; [all …]
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/external/swiftshader/third_party/LLVM/test/CodeGen/ARM/ |
D | 2009-11-30-LiveVariablesBug.ll | 6 …c" = type { %"lsm", %"Vec3", %"av"*, float, i8, float, %"lsm", i8, %"Vec3", %"Vec3", %"Vec3", floa… 7 %"lsm" = type { %"als", %"Vec3", %"Vec3", %"Vec3", %"Vec3" } 8 %"Vec3" = type { float, float, float } 10 define arm_aapcs_vfpcc void @foo(%"c"* %this, %"Vec3"* nocapture %adjustment) { 24 %0 = call arm_aapcs_vfpcc %"Vec3" undef(%"lsm"* undef) ; <%"Vec3"> [#uses=1] 25 %mrv_gr69 = extractvalue %"Vec3" %0, 1 ; <float> [#uses=1]
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/external/llvm/test/CodeGen/ARM/ |
D | 2009-11-30-LiveVariablesBug.ll | 6 …c" = type { %"lsm", %"Vec3", %"av"*, float, i8, float, %"lsm", i8, %"Vec3", %"Vec3", %"Vec3", floa… 7 %"lsm" = type { %"als", %"Vec3", %"Vec3", %"Vec3", %"Vec3" } 8 %"Vec3" = type { float, float, float } 10 define arm_aapcs_vfpcc void @foo(%"c"* %this, %"Vec3"* nocapture %adjustment) { 24 %0 = call arm_aapcs_vfpcc %"Vec3" undef(%"lsm"* undef) ; <%"Vec3"> [#uses=1] 25 %mrv_gr69 = extractvalue %"Vec3" %0, 1 ; <float> [#uses=1]
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/external/deqp/modules/glshared/ |
D | glsLongStressTestUtil.cpp | 31 using tcu::Vec3; 128 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f))); in generateBufferContext() 163 …context.attributes.push_back(gls::VarSpec("a_position", Vec3(-positionFactor), Vec3(position… in generateTextureContext() 232 context.attributes.push_back(gls::VarSpec("a_position", Vec3(-0.1f), Vec3(0.1f))); in generateBufferAndTextureContext() 385 context.attributes.push_back(gls::VarSpec("a_normal${NS}", Vec3(-1.0f), Vec3(1.0f))); in generateFragmentPointLightContext() 388 …context.uniforms.push_back(gls::VarSpec("u_material${NS}.ambientColor", Vec3(0.0f), Vec3(1.… in generateFragmentPointLightContext() 390 …context.uniforms.push_back(gls::VarSpec("u_material${NS}.emissiveColor", Vec3(0.0f), Vec3(1.… in generateFragmentPointLightContext() 391 …context.uniforms.push_back(gls::VarSpec("u_material${NS}.specularColor", Vec3(0.0f), Vec3(1.… in generateFragmentPointLightContext() 394 context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].color", Vec3(0.0f), Vec3(1.0f))); in generateFragmentPointLightContext() 396 …context.uniforms.push_back(gls::VarSpec("u_light${NS}[0].direction", Vec3(-1.0f), Vec3(1.0f)… in generateFragmentPointLightContext() [all …]
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/external/deqp/modules/gles3/functional/ |
D | es3fShaderTextureFunctionTests.cpp | 118 tcu::Vec3 minDX; 119 tcu::Vec3 maxDX; 120 tcu::Vec3 minDY; 121 tcu::Vec3 maxDY; 148 const tcu::Vec3& minDX_, in TextureLookupSpec() 149 const tcu::Vec3& maxDX_, in TextureLookupSpec() 150 const tcu::Vec3& minDY_, in TextureLookupSpec() 151 const tcu::Vec3& maxDY_, in TextureLookupSpec() 237 using tcu::Vec3; 527 Vec3 sx = m_lookupSpec.maxDX-m_lookupSpec.minDX; in init() [all …]
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D | es3fFboStencilbufferTests.cpp | 41 using tcu::Vec3; 112 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, … in render() 115 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +… in render() 124 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.… in render() 130 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.… in render() 209 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, … in render() 212 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(+1.0f, +1.0f, +… in render() 221 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-0.5f, -0.5f, 0.0f), Vec3(+0.5f, +0.5f, 0.… in render() 227 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.… in render()
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D | es3fDepthTests.cpp | 205 using tcu::Vec3; in render() 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 226 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render() 234 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render() 239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)); in render() 242 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f)); in render() 247 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 250 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render()
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D | es3fFboInvalidateTests.cpp | 46 using tcu::Vec3; 160 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 171 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 194 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 247 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 257 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 266 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() 289 …sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)… in render() 326 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 343 …sglr::drawQuad(*getCurrentContext(), flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f… in render() [all …]
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D | es3fFboDepthbufferTests.cpp | 41 using tcu::Vec3; 107 …sglr::drawQuad(*getCurrentContext(), gradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0… in render() 128 …sglr::drawQuad(*getCurrentContext(), texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)… in render() 204 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 210 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 215 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 290 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render() 295 …sglr::drawQuad(*getCurrentContext(), depthGradShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f… in render()
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D | es3fFboRenderTest.cpp | 48 using tcu::Vec3; 579 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); in render() 585 sglr::drawQuad(context, texToFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(+1.0f, +1.0f, 0.0f)); in render() 596 sglr::drawQuad(context, texFromFboShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 685 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 693 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 698 sglr::drawQuad(context, texShaderID, Vec3(0.5f, 0.5f, 0.5f), Vec3(1.0f, 1.0f, 0.5f)); in render() 715 sglr::drawQuad(context, flatShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 727 sglr::drawQuad(context, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 830 sglr::drawQuad(context, shaderID, Vec3(-0.9f, -0.9f, 0.0f), Vec3(0.9f, 0.9f, 0.0f)); in render() [all …]
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/external/flatbuffers/tests/MyGame/Example/ |
D | Vec3.go | 9 type Vec3 struct { struct 13 func (rcv *Vec3) Init(buf []byte, i flatbuffers.UOffsetT) { argument 18 func (rcv *Vec3) Table() flatbuffers.Table { argument 22 func (rcv *Vec3) X() float32 { argument 25 func (rcv *Vec3) MutateX(n float32) bool { argument 29 func (rcv *Vec3) Y() float32 { argument 32 func (rcv *Vec3) MutateY(n float32) bool { argument 36 func (rcv *Vec3) Z() float32 { argument 39 func (rcv *Vec3) MutateZ(n float32) bool { argument 43 func (rcv *Vec3) Test1() float64 { argument [all …]
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
D | vktShaderRenderTextureFunctionTests.cpp | 45 using tcu::Vec3; 115 tcu::Vec3 minDX; 116 tcu::Vec3 maxDX; 117 tcu::Vec3 minDY; 118 tcu::Vec3 maxDY; 145 const tcu::Vec3& minDX_, in TextureLookupSpec() 146 const tcu::Vec3& maxDX_, in TextureLookupSpec() 147 const tcu::Vec3& minDY_, in TextureLookupSpec() 148 const tcu::Vec3& maxDY_, in TextureLookupSpec() 603 Vec3 sx = m_lookupSpec.maxDX-m_lookupSpec.minDX; in ShaderTextureFunctionInstance() [all …]
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/external/deqp/framework/common/ |
D | tcuTexLookupVerifier.hpp | 109 Vec2 computeCubeLodBoundsFromDerivates (const Vec3& coord, const Vec3& coordDx, const Vec3& coordD… 115 …ew& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2&… 117 …iew& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2&… 118 …ew& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, const Vec2&… 129 …sampler, TexLookupScaleMode scaleMode, const LookupPrecision& prec, const Vec3& coord, const Vec4&… 130 …pler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const IVec4… 131 …pler, TexLookupScaleMode scaleMode, const IntLookupPrecision& prec, const Vec3& coord, const UVec4… 139 …iew& texture, const Sampler& sampler, const LookupPrecision& prec, const Vec3& coord, int compone… 140 …w& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int compone… 141 …w& texture, const Sampler& sampler, const IntLookupPrecision& prec, const Vec3& coord, int compone… [all …]
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/external/deqp/modules/gles2/functional/ |
D | es2fDepthTests.cpp | 202 using tcu::Vec3; in render() 220 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 223 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.2f), Vec3(0.0f, 0.0f, 0.2f)); in render() 228 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.4f), Vec3(0.0f, 1.0f, -0.4f)); in render() 231 sglr::drawQuad(context, shaderID, Vec3(-1.0f, 0.0f, -0.1f), Vec3(0.0f, 1.0f, -0.1f)); in render() 236 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.5f), Vec3(1.0f, 0.0f, 0.5f)); in render() 239 sglr::drawQuad(context, shaderID, Vec3(0.0f, -1.0f, 0.3f), Vec3(1.0f, 0.0f, 0.3f)); in render() 244 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 247 sglr::drawQuad(context, shaderID, Vec3(0.0f, 0.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render()
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D | es2fShaderAlgorithmTests.cpp | 188 Vec3 rgb = Vec3(L); in init() 200 if (sextant == 0) rgb = Vec3(v, mid1, m); in init() 201 else if (sextant == 1) rgb = Vec3(mid2, v, m); in init() 202 else if (sextant == 2) rgb = Vec3(m, v, mid1); in init() 203 else if (sextant == 3) rgb = Vec3(m, mid2, v); in init() 204 else if (sextant == 4) rgb = Vec3(mid1, m, v); in init() 205 else rgb = Vec3(v, m, mid2); in init() 242 Vec3 hsl; in init() 245 hsl = Vec3(0.0f, 0.0f, L); in init() 261 hsl = Vec3(H, S, L); in init()
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D | es2fFboRenderTest.cpp | 49 using tcu::Vec3; 710 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 788 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, -1.0f), Vec3(1.0f, 1.0f, 1.0f)); in render() 791 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 1.0f), Vec3(1.0f, 1.0f, -1.0f)); in render() 803 sglr::drawQuad(ctx, texShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 882 sglr::drawQuad(context, singleTexShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 905 sglr::drawQuad(context, mixShaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 971 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 979 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() 1042 sglr::drawQuad(context, shaderID, Vec3(-1.0f, -1.0f, 0.0f), Vec3(1.0f, 1.0f, 0.0f)); in render() [all …]
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/external/deqp/framework/opengl/simplereference/ |
D | sglrContextUtil.hpp | 34 void drawQuad (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 36 …adWithVaoBuffers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1); 37 …ithClientPointers (sglr::Context& ctx, deUint32 program, const tcu::Vec3& p0, const tcu::Vec3& p1);
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/external/deqp/external/vulkancts/modules/vulkan/texture/ |
D | vktSampleVerifierUtil.hpp | 47 tcu::Vec2 calcLodBounds (const tcu::Vec3& dPdx, 48 const tcu::Vec3& dPdy, 67 void calcTexelGridCoordRange (const tcu::Vec3& unnormalizedCoordMin, 68 const tcu::Vec3& unnormalizedCoordMax, 75 tcu::Vec3& unnormalizedCoordMin, 76 tcu::Vec3& unnormalizedCoordMax); 77 void calcCubemapFaceCoords (const tcu::Vec3& r, 78 const tcu::Vec3& drdx, 79 const tcu::Vec3& drdy, 84 int calcCandidateCubemapFaces (const tcu::Vec3& r);
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/external/deqp/external/vulkancts/modules/vulkan/tessellation/ |
D | vktTessellationCoordinatesTests.cpp | 127 std::vector<tcu::Vec3> generateReferenceTessCoords (const TessPrimitiveType primitiveType, in generateReferenceTessCoords() 133 return std::vector<tcu::Vec3>(); in generateReferenceTessCoords() 191 return std::vector<tcu::Vec3>(); in generateReferenceTessCoords() 212 void drawTessCoordPoint (tcu::Surface& dst, const TessPrimitiveType primitiveType, const tcu::Vec3&… in drawTessCoordPoint() 245 …on (tcu::Surface& dst, const TessPrimitiveType primitiveType, const std::vector<tcu::Vec3>& coords) in drawTessCoordVisualization() 257 inline bool vec3XLessThan (const tcu::Vec3& a, const tcu::Vec3& b) in vec3XLessThan() 262 int binarySearchFirstVec3WithXAtLeast (const std::vector<tcu::Vec3>& sorted, float x) in binarySearchFirstVec3WithXAtLeast() 264 const tcu::Vec3 ref(x, 0.0f, 0.0f); in binarySearchFirstVec3WithXAtLeast() 265 …const std::vector<tcu::Vec3>::const_iterator first = std::lower_bound(sorted.begin(), sorted.end()… in binarySearchFirstVec3WithXAtLeast() 275 const std::vector<tcu::Vec3>& subset, in oneWayComparePointSets() [all …]
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D | vktTessellationUtil.cpp | 885 std::vector<tcu::Vec3> generateReferenceTriangleTessCoords (const SpacingMode spacingMode, in generateReferenceTriangleTessCoords() 891 std::vector<tcu::Vec3> tessCoords; in generateReferenceTriangleTessCoords() 897 tessCoords.push_back(tcu::Vec3(1.0f, 0.0f, 0.0f)); in generateReferenceTriangleTessCoords() 898 tessCoords.push_back(tcu::Vec3(0.0f, 1.0f, 0.0f)); in generateReferenceTriangleTessCoords() 899 tessCoords.push_back(tcu::Vec3(0.0f, 0.0f, 1.0f)); in generateReferenceTriangleTessCoords() 908 …++) { const float v = (float)i / (float)outer0; tessCoords.push_back(tcu::Vec3( 0.0f, v,… in generateReferenceTriangleTessCoords() 909 …++) { const float v = (float)i / (float)outer1; tessCoords.push_back(tcu::Vec3(1.0f - v, 0.0f,… in generateReferenceTriangleTessCoords() 910 …++) { const float v = (float)i / (float)outer2; tessCoords.push_back(tcu::Vec3( v, 1.0f - v,… in generateReferenceTriangleTessCoords() 918 tessCoords.push_back(tcu::Vec3(1.0f/3.0f)); in generateReferenceTriangleTessCoords() 923 const tcu::Vec3 corners[3] = in generateReferenceTriangleTessCoords() [all …]
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/external/deqp/framework/opengl/ |
D | gluTextureTestUtil.cpp | 172 inline float triangleInterpolate (const tcu::Vec3& v, float x, float y) in triangleInterpolate() 198 …eNonProjectedTriLod (LodMode mode, const tcu::IVec2& dstSize, deInt32 srcSize, const tcu::Vec3& sq) in computeNonProjectedTriLod() 236 …de, const tcu::IVec2& dstSize, const tcu::IVec2& srcSize, const tcu::Vec3& sq, const tcu::Vec3& tq) in computeNonProjectedTriLod() 277 …Vec2& dstSize, const tcu::IVec3& srcSize, const tcu::Vec3& sq, const tcu::Vec3& tq, const tcu::Vec… in computeNonProjectedTriLod() 291 static inline float projectedTriInterpolate (const tcu::Vec3& s, const tcu::Vec3& w, float nx, floa… in projectedTriInterpolate() 296 static inline float triDerivateX (const tcu::Vec3& s, const tcu::Vec3& w, float wx, float width, fl… in triDerivateX() 302 static inline float triDerivateY (const tcu::Vec3& s, const tcu::Vec3& w, float wy, float height, f… in triDerivateY() 309 static float computeProjectedTriLod (LodMode mode, const tcu::Vec3& u, const tcu::Vec3& projection,… in computeProjectedTriLod() 319 …loat computeProjectedTriLod (LodMode mode, const tcu::Vec3& u, const tcu::Vec3& v, const tcu::Vec3… in computeProjectedTriLod() 331 …teProjectedTriLod (LodMode mode, const tcu::Vec3& u, const tcu::Vec3& v, const tcu::Vec3& w, const… in computeProjectedTriLod() [all …]
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/external/deqp/framework/referencerenderer/ |
D | rrFragmentOperations.cpp | 30 using tcu::Vec3; 326 case BLENDFUNC_ZERO: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(0.0f)) break; \ in executeBlendFactorComputeRGB() 327 case BLENDFUNC_ONE: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f)) break; \ in executeBlendFactorComputeRGB() 329 …case BLENDFUNC_ONE_MINUS_SRC_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - src.s… in executeBlendFactorComputeRGB() 331 …case BLENDFUNC_ONE_MINUS_DST_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - dst.s… in executeBlendFactorComputeRGB() 332 …case BLENDFUNC_SRC_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(src.w())) break… in executeBlendFactorComputeRGB() 333 …case BLENDFUNC_ONE_MINUS_SRC_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f - src.w(… in executeBlendFactorComputeRGB() 334 …case BLENDFUNC_DST_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(dst.w())) break… in executeBlendFactorComputeRGB() 335 …case BLENDFUNC_ONE_MINUS_DST_ALPHA: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f - dst.w(… in executeBlendFactorComputeRGB() 337 …case BLENDFUNC_ONE_MINUS_CONSTANT_COLOR: SAMPLE_REGISTER_BLEND_FACTOR(FACTOR_NAME, Vec3(1.0f) - bl… in executeBlendFactorComputeRGB() [all …]
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/external/deqp/modules/gles2/scripts/ |
D | genutil.py | 227 def toVec3(self): return Vec3(self.x, self.x, self.x) 285 elif isinstance(val, Vec3): 286 return Vec3(self.x * val.x, self.x * val.y, self.x * val.z) 297 elif isinstance(val, Vec3): 298 return Vec3(self.x / val.x, self.x / val.y, self.x / val.z) 310 elif (len(lst) == 3): return Vec3(lst[0], lst[1], lst[2]) 343 def toVec3(self): return Vec3(self.x, self.y, 0.0) 416 class Vec3(Vec): class 423 def applyUnary(self, func): return Vec3(func(self.x), func(self.y), func(self.z)) 424 …def applyBinary(self, func, other): return Vec3(func(self.x, other.x), func(self.y, other.y), func… [all …]
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/external/flatbuffers/samples/ |
D | monster_generated.h | 12 struct Vec3; 106 MANUALLY_ALIGNED_STRUCT(4) Vec3 FLATBUFFERS_FINAL_CLASS { 113 Vec3() { 114 memset(this, 0, sizeof(Vec3)); 116 Vec3(const Vec3 &_o) { 117 memcpy(this, &_o, sizeof(Vec3)); 119 Vec3(float _x, float _y, float _z) 143 STRUCT_END(Vec3, 12); 147 std::unique_ptr<Vec3> pos; 175 const Vec3 *pos() const { [all …]
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