| /third_party/skia/third_party/externals/angle2/src/tests/gl_tests/ |
| D | SRGBFramebufferTest.cpp | 102 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()
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| D | DrawBuffersTest.cpp | 1053 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()
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| D | DiscardFramebufferEXTTest.cpp | 143 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()
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| D | MultithreadingTest.cpp | 221 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()
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| D | ClearTest.cpp | 787 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() [all …]
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| D | VulkanMultithreadingTest.cpp | 179 const angle::Vector4 floatColor = color.toNormalizedVector(); in TEST_P()
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| D | IncompleteTextureTest.cpp | 389 glClearBufferfv(GL_COLOR, 0, clearColor.toNormalizedVector().data()); in TEST_P()
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| D | ParallelShaderCompileTest.cpp | 238 auto normalizeColor = mColor.toNormalizedVector(); in runAndVerify()
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| D | SixteenBppTextureTest.cpp | 29 const Vector4 &vecColor = glColor.toNormalizedVector(); in Convert565()
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| D | VulkanPerformanceCounterTest.cpp | 302 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()
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| D | WebGLFramebufferTest.cpp | 218 Vector4 vecColor = color.toNormalizedVector(); in drawUByteColorQuad()
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| D | RobustResourceInitTest.cpp | 2052 angle::Vector4 clearColor = clearColors[i].toNormalizedVector(); in TEST_P()
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| D | VertexAttributeTest.cpp | 3265 Vector4 clampedVec = randomColor.toNormalizedVector(); in TEST_P()
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| D | StateChangeTest.cpp | 704 const Vector4 &normalizedColor = color.toNormalizedVector(); in setUniformColor()
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| D | TextureTest.cpp | 2086 Vector4 clearColorF = faceColors[faceIndex].toNormalizedVector(); in TEST_P()
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| /third_party/skia/third_party/externals/angle2/src/tests/test_utils/ |
| D | ANGLETest.h | 136 angle::Vector4 toNormalizedVector() const;
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| D | ANGLETest.cpp | 271 Vector4 GLColor::toNormalizedVector() const in toNormalizedVector() function in angle::GLColor
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