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Searched refs:toNormalizedVector (Results 1 – 17 of 17) sorted by relevance

/third_party/skia/third_party/externals/angle2/src/tests/gl_tests/
DSRGBFramebufferTest.cpp102 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()
DDrawBuffersTest.cpp1053 glUniform4fv(color0UniformLocation, 1, GLColor::red.toNormalizedVector().data()); in setupColorMaskForDrawBuffersTest()
1054 glUniform4fv(color1UniformLocation, 1, GLColor::green.toNormalizedVector().data()); in setupColorMaskForDrawBuffersTest()
1055 glUniform4fv(color2UniformLocation, 1, GLColor::yellow.toNormalizedVector().data()); in setupColorMaskForDrawBuffersTest()
1094 glUniform4fv(color0UniformLocation, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
1095 glUniform4fv(color1UniformLocation, 1, GLColor::cyan.toNormalizedVector().data()); in TEST_P()
1100 glUniform4fv(color0UniformLocation, 1, GLColor::magenta.toNormalizedVector().data()); in TEST_P()
1101 glUniform4fv(color1UniformLocation, 1, GLColor::white.toNormalizedVector().data()); in TEST_P()
1128 angle::Vector4 clearColor = GLColor::blue.toNormalizedVector(); in TEST_P()
1145 angle::Vector4 clearColor = GLColor::blue.toNormalizedVector(); in TEST_P()
1152 clearColor = GLColor::magenta.toNormalizedVector(); in TEST_P()
DDiscardFramebufferEXTTest.cpp143 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()
DMultithreadingTest.cpp221 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
295 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
341 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
392 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
445 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
DClearTest.cpp787 angle::Vector4 clearColor = clearValues[0].toNormalizedVector(); in TEST_P()
795 clearColor = clearValues[i].toNormalizedVector(); in TEST_P()
863 glClearBufferfv(GL_COLOR, i, clearValues[i].toNormalizedVector().data()); in TEST_P()
922 angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector(); in TEST_P()
944 clearColor = GLColor(63, 127, 191, 31).toNormalizedVector(); in TEST_P()
972 clearColor = GLColor(127, 191, 31, 63).toNormalizedVector(); in TEST_P()
1028 angle::Vector4 clearColor = GLColor(31, 63, 127, 191).toNormalizedVector(); in TEST_P()
1122 glClearBufferfv(GL_COLOR, 0, clearValuef.toNormalizedVector().data()); in TEST_P()
1246 angle::Vector4 clearValuefv = clearValuef.toNormalizedVector(); in TEST_P()
1963 Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
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DVulkanMultithreadingTest.cpp179 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
DIncompleteTextureTest.cpp389 glClearBufferfv(GL_COLOR, 0, clearColor.toNormalizedVector().data()); in TEST_P()
DParallelShaderCompileTest.cpp238 auto normalizeColor = mColor.toNormalizedVector(); in runAndVerify()
DSixteenBppTextureTest.cpp29 const Vector4 &vecColor = glColor.toNormalizedVector(); in Convert565()
DVulkanPerformanceCounterTest.cpp302 glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
1809 glUniform4fv(colorUniformLocation, 1, GLColor::blue.toNormalizedVector().data()); in TEST_P()
1822 glUniform4fv(colorUniformLocation, 1, GLColor::red.toNormalizedVector().data()); in TEST_P()
2464 GLfloat *clearColor = GLColor::blue.toNormalizedVector().data(); in TEST_P()
DWebGLFramebufferTest.cpp218 Vector4 vecColor = color.toNormalizedVector(); in drawUByteColorQuad()
DRobustResourceInitTest.cpp2052 angle::Vector4 clearColor = clearColors[i].toNormalizedVector(); in TEST_P()
DVertexAttributeTest.cpp3265 Vector4 clampedVec = randomColor.toNormalizedVector(); in TEST_P()
DStateChangeTest.cpp704 const Vector4 &normalizedColor = color.toNormalizedVector(); in setUniformColor()
DTextureTest.cpp2086 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector(); in TEST_P()
/third_party/skia/third_party/externals/angle2/src/tests/test_utils/
DANGLETest.h136 angle::Vector4 toNormalizedVector() const;
DANGLETest.cpp271 Vector4 GLColor::toNormalizedVector() const in toNormalizedVector() function in angle::GLColor