Searched refs:ShaderEvalContext (Results 1 - 25 of 32) sorted by relevance

12

/external/deqp/modules/glshared/
H A DglsShaderRenderCase.hpp119 // ShaderEvalContext.
121 class ShaderEvalContext class in namespace:deqp::gls
148 ShaderEvalContext (const QuadGrid& quadGrid);
149 ~ShaderEvalContext (void);
175 typedef void (*ShaderEvalFunc) (ShaderEvalContext& c);
177 inline void evalCoordsPassthroughX (ShaderEvalContext& c) { c.color.x() = c.coords.x(); }
178 inline void evalCoordsPassthroughXY (ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0,1); }
179 inline void evalCoordsPassthroughXYZ (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
180 inline void evalCoordsPassthrough (ShaderEvalContext& c) { c.color = c.coords; }
181 inline void evalCoordsSwizzleWZYX (ShaderEvalContext
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H A DglsShaderRenderCase.cpp173 vector<Vec4> m_userAttribs[ShaderEvalContext::MAX_TEXTURES];
261 // ShaderEvalContext.
263 ShaderEvalContext::ShaderEvalContext (const QuadGrid& quadGrid_) function in class:deqp::gls::ShaderEvalContext
293 ShaderEvalContext::~ShaderEvalContext (void)
297 void ShaderEvalContext::reset (float sx, float sy)
314 tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords)
338 void ShaderEvaluator::evaluate (ShaderEvalContext& ctx)
643 ShaderEvalContext evalCt
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/external/deqp/modules/gles2/functional/
H A Des2fShaderOperatorTests.cpp175 void evalSequenceNoSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase0(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx.in[2].swizzle(0, 3, 2, 1)); }
176 void evalSequenceNoSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceNoSideEffCase1(ctx.in[0].z(), (int)ctx.in[1].x(), ctx.in[2].y()); }
177 void evalSequenceNoSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceNoSideEffCase2(ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); }
178 void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
179 void evalSequenceSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase0(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx.in[2].swizzle(0, 3, 2, 1)); }
180 void evalSequenceSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceSideEffCase1(ctx.in[0].z(), (int)ctx.in[1].x(), ctx.in[2].y()); }
181 void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2(ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); }
182 void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3(ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
352 virtual void evaluate (ShaderEvalContext& ctx)
620 void eval_##FUNC_NAME##_float (ShaderEvalContext
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H A Des2fShaderMatrixTests.cpp336 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
338 template <> inline float getInputValue<INPUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInFloat[inputNdx]; }
339 template <> inline tcu::Vec2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec2[inputNdx]; }
340 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; }
341 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; }
342 template <> inline tcu::Mat2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInMat2[inputNdx]; }
343 template <> inline tcu::Mat3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInMat3[inputNdx]; }
344 template <> inline tcu::Mat4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInMat4[inputNdx]; }
346 template <> inline float getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(inputNdx); return evalCtx.coords.x(); }
347 template <> inline tcu::Vec2 getInputValue<INPUTTYPE_DYNAMIC, TYPE_FLOAT_VEC2> (const ShaderEvalContext
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H A Des2fShaderDiscardTests.cpp169 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); }
170 inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
171 inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); }
173 inline void evalDiscardTexture (ShaderEvalContext& c)
H A Des2fShaderTextureFunctionTests.cpp185 typedef void (*TexEvalFunc) (gls::ShaderEvalContext& c, const TexLookupParams& lookupParams);
187 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); }
188 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); }
191 static void evalTexture2D (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod)*p.scale + p.bias; }
192 static void evalTextureCube (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod)*p.scale + p.bias; }
194 static void evalTexture2DBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x(), c.in[0].y(), p.lod+c.in[1].x())*p.scale + p.bias; }
195 static void evalTextureCubeBias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = textureCube(c, c.in[0].x(), c.in[0].y(), c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
197 static void evalTexture2DProj3 (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod)*p.scale + p.bias; }
198 static void evalTexture2DProj3Bias (gls::ShaderEvalContext& c, const TexLookupParams& p) { c.color = texture2D(c, c.in[0].x()/c.in[0].z(), c.in[0].y()/c.in[0].z(), p.lod+c.in[1].x())*p.scale + p.bias; }
199 static void evalTexture2DProj (gls::ShaderEvalContext
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H A Des2fShaderIndexingTests.cpp108 void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); }
109 void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); }
110 void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2); }
111 void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; }
124 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); }
125 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0,1); }
126 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0,1,2); }
127 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; }
634 void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y()); }
635 void evalSubscriptVec3 (ShaderEvalContext
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H A Des2fShaderReturnTests.cpp63 inline void evalReturnAlways (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
64 inline void evalReturnNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(3,2,1); }
65 inline void evalReturnDynamic (ShaderEvalContext& c) { c.color.xyz() = (c.coords.x()+c.coords.y() >= 0.0f) ? c.coords.swizzle(0,1,2) : c.coords.swizzle(3,2,1); }
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
H A DvktShaderRenderOperatorTests.cpp201 void evalSequenceNoSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase0 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx.in[2].swizzle(0, 3, 2, 1)); }
202 void evalSequenceNoSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceNoSideEffCase1 (ctx.in[0].z(), (deUint32)ctx.in[1].x(), ctx.in[2].y()); }
203 void evalSequenceNoSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceNoSideEffCase2 (ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); }
204 void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
205 void evalSequenceSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase0 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx.in[2].swizzle(0, 3, 2, 1)); }
206 void evalSequenceSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceSideEffCase1 (ctx.in[0].z(), (deUint32)ctx.in[1].x(), ctx.in[2].y()); }
207 void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2 (ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); }
208 void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
483 virtual void evaluate (ShaderEvalContext& ctx) const
841 void eval_##FUNC_NAME##_float (ShaderEvalContext
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H A DvktShaderRender.hpp105 // ShaderEvalContext.
107 class ShaderEvalContext class in namespace:vkt::sr
134 ShaderEvalContext (const QuadGrid& quadGrid);
135 ~ShaderEvalContext (void);
159 typedef void (*ShaderEvalFunc) (ShaderEvalContext& c);
161 inline void evalCoordsPassthroughX (ShaderEvalContext& c) { c.color.x() = c.coords.x(); }
162 inline void evalCoordsPassthroughXY (ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0,1); }
163 inline void evalCoordsPassthroughXYZ (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
164 inline void evalCoordsPassthrough (ShaderEvalContext& c) { c.color = c.coords; }
165 inline void evalCoordsSwizzleWZYX (ShaderEvalContext
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H A DvktShaderRenderMatrixTests.cpp489 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
491 template <> inline float getInputValue<INPUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInFloat[inputNdx]; }
492 template <> inline tcu::Vec2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec2[inputNdx]; }
493 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; }
494 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; }
496 template <> inline tcu::Mat2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2(s_constInMat2x2[inputNdx]); }
497 template <> inline tcu::Mat2x3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x3(s_constInMat2x3[inputNdx]); }
498 template <> inline tcu::Mat2x4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x4(s_constInMat2x4[inputNdx]); }
499 template <> inline tcu::Mat3x2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3x2(s_constInMat3x2[inputNdx]); }
500 template <> inline tcu::Mat3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext
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H A DvktShaderRenderDiscardTests.cpp166 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); }
167 inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
168 inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); }
170 inline void evalDiscardTexture (ShaderEvalContext& c)
H A DvktShaderRenderIndexingTests.cpp97 void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); }
98 void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); }
99 void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2); }
100 void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; }
113 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); }
114 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0,1); }
115 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0,1,2); }
116 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; }
657 void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y()); }
658 void evalSubscriptVec3 (ShaderEvalContext
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H A DvktShaderRenderSwitchTests.cpp92 static void evalSwitchStatic (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.swizzle(1,2,3); }
93 static void evalSwitchUniform (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.swizzle(1,2,3); }
94 static void evalSwitchDynamic (ShaderEvalContext& evalCtx)
H A DvktShaderRenderReturnTests.cpp50 inline void evalReturnAlways (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
51 inline void evalReturnNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(3,2,1); }
52 inline void evalReturnDynamic (ShaderEvalContext& c) { c.color.xyz() = (c.coords.x()+c.coords.y() >= 0.0f) ? c.coords.swizzle(0,1,2) : c.coords.swizzle(3,2,1); }
H A DvktShaderRender.cpp162 std::vector<tcu::Vec4> m_userAttribs[ShaderEvalContext::MAX_TEXTURES];
301 // ShaderEvalContext.
303 ShaderEvalContext::ShaderEvalContext (const QuadGrid& quadGrid) function in class:vkt::sr::ShaderEvalContext
336 ShaderEvalContext::~ShaderEvalContext (void)
340 void ShaderEvalContext::reset (float sx, float sy)
357 tcu::Vec4 ShaderEvalContext::texture2D (int unitNdx, const tcu::Vec2& texCoords)
381 void ShaderEvaluator::evaluate (ShaderEvalContext& ctx) const
1747 ShaderEvalContext evalCt
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H A DvktShaderRenderLoopTests.cpp235 static void evalLoop0Iters (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
236 static void evalLoop1Iters (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(1,2,3); }
237 static void evalLoop2Iters (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(2,3,0); }
238 static void evalLoop3Iters (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(3,0,1); }
/external/deqp/modules/gles3/functional/
H A Des3fShaderOperatorTests.cpp218 void evalSequenceNoSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase0 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx.in[2].swizzle(0, 3, 2, 1)); }
219 void evalSequenceNoSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceNoSideEffCase1 (ctx.in[0].z(), (deUint32)ctx.in[1].x(), ctx.in[2].y()); }
220 void evalSequenceNoSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceNoSideEffCase2 (ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); }
221 void evalSequenceNoSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceNoSideEffCase3 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
222 void evalSequenceSideEffCase0 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase0 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0), ctx.in[2].swizzle(0, 3, 2, 1)); }
223 void evalSequenceSideEffCase1 (ShaderEvalContext& ctx) { ctx.color.x() = (float)sequenceSideEffCase1 (ctx.in[0].z(), (deUint32)ctx.in[1].x(), ctx.in[2].y()); }
224 void evalSequenceSideEffCase2 (ShaderEvalContext& ctx) { ctx.color.yz() = sequenceSideEffCase2 (ctx.in[0].z() > 0.0f, ctx.in[1].x() > 0.0f, ctx.in[2].swizzle(2, 1)).asFloat(); }
225 void evalSequenceSideEffCase3 (ShaderEvalContext& ctx) { ctx.color = sequenceSideEffCase3 (ctx.in[0].swizzle(1, 2, 3, 0), ctx.in[1].swizzle(3, 2, 1, 0).asInt(), greaterThan(ctx.in[2].swizzle(0, 3, 2, 1), Vec4(0.0f, 0.0f, 0.0f, 0.0f))).asFloat(); }
588 virtual void evaluate (ShaderEvalContext& ctx)
901 void eval_##FUNC_NAME##_float (ShaderEvalContext
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H A Des3fShaderIndexingTests.cpp101 void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); }
102 void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); }
103 void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2); }
104 void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; }
117 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); }
118 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0,1); }
119 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0,1,2); }
120 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; }
588 void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y()); }
589 void evalSubscriptVec3 (ShaderEvalContext
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H A Des3fShaderMatrixTests.cpp494 typename TypeTraits<DataT>::Type getInputValue (const ShaderEvalContext& evalCtx, int inputNdx);
496 template <> inline float getInputValue<INPUTTYPE_CONST, TYPE_FLOAT> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInFloat[inputNdx]; }
497 template <> inline tcu::Vec2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec2[inputNdx]; }
498 template <> inline tcu::Vec3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec3[inputNdx]; }
499 template <> inline tcu::Vec4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_VEC4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return s_constInVec4[inputNdx]; }
501 template <> inline tcu::Mat2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2(s_constInMat2x2[inputNdx]); }
502 template <> inline tcu::Mat2x3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2X3> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x3(s_constInMat2x3[inputNdx]); }
503 template <> inline tcu::Mat2x4 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT2X4> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat2x4(s_constInMat2x4[inputNdx]); }
504 template <> inline tcu::Mat3x2 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3X2> (const ShaderEvalContext& evalCtx, int inputNdx) { DE_UNREF(evalCtx); return tcu::Mat3x2(s_constInMat3x2[inputNdx]); }
505 template <> inline tcu::Mat3 getInputValue<INPUTTYPE_CONST, TYPE_FLOAT_MAT3> (const ShaderEvalContext
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H A Des3fShaderSwitchTests.cpp75 static void evalSwitchStatic (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.swizzle(1,2,3); }
76 static void evalSwitchUniform (ShaderEvalContext& evalCtx) { evalCtx.color.xyz() = evalCtx.coords.swizzle(1,2,3); }
77 static void evalSwitchDynamic (ShaderEvalContext& evalCtx)
H A Des3fShaderDiscardTests.cpp149 inline void evalDiscardAlways (ShaderEvalContext& c) { c.discard(); }
150 inline void evalDiscardNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
151 inline void evalDiscardDynamic (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); if (c.coords.x()+c.coords.y() > 0.0f) c.discard(); }
153 inline void evalDiscardTexture (ShaderEvalContext& c)
H A Des3fShaderTextureFunctionTests.cpp245 inline float computeLodFromGrad2D (const gls::ShaderEvalContext& c)
252 inline float computeLodFromGrad2DArray (const gls::ShaderEvalContext& c)
259 inline float computeLodFromGrad3D (const gls::ShaderEvalContext& c)
267 inline float computeLodFromGradCube (const gls::ShaderEvalContext& c)
277 typedef void (*TexEvalFunc) (gls::ShaderEvalContext& c, const TexLookupParams& lookupParams);
279 inline Vec4 texture2D (const gls::ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); }
280 inline Vec4 textureCube (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].texCube->sample(c.textures[0].sampler, s, t, r, lod); }
281 inline Vec4 texture2DArray (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex2DArray->sample(c.textures[0].sampler, s, t, r, lod); }
282 inline Vec4 texture3D (const gls::ShaderEvalContext& c, float s, float t, float r, float lod) { return c.textures[0].tex3D->sample(c.textures[0].sampler, s, t, r, lod); }
284 inline float texture2DShadow (const gls::ShaderEvalContext
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H A Des3fShaderReturnTests.cpp58 inline void evalReturnAlways (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
59 inline void evalReturnNever (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(3,2,1); }
60 inline void evalReturnDynamic (ShaderEvalContext& c) { c.color.xyz() = (c.coords.x()+c.coords.y() >= 0.0f) ? c.coords.swizzle(0,1,2) : c.coords.swizzle(3,2,1); }
H A Des3fShaderLoopTests.cpp185 static void evalLoop0Iters (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); }
186 static void evalLoop1Iters (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(1,2,3); }
187 static void evalLoop2Iters (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(2,3,0); }
188 static void evalLoop3Iters (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(3,0,1); }

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