Searched defs:isFloatCase (Results 1 - 4 of 4) sorted by relevance

/external/deqp/modules/gles3/functional/
H A Des3fInstancedRenderingTests.cpp160 bool isFloatCase = glu::isDataTypeFloatOrVec(m_rgbAttrType); local
165 if (isFloatCase || isMatCase)
177 bool isFloatCase = glu::isDataTypeFloatOrVec(m_rgbAttrType); local
191 DE_ASSERT(isFloatCase || isIntCase || isUintCase || isMatCase);
228 if (isFloatCase)
243 if (isFloatCase)
473 bool isFloatCase = glu::isDataTypeFloatOrVec(m_rgbAttrType); local
487 if (isFloatCase)
H A Des3fShaderOperatorTests.cpp2069 bool isFloatCase = isDataTypeFloatOrVec(curType); local
2074 DE_ASSERT(isBoolCase || isFloatCase || isIntCase || isUintCase);
2097 shaderSpec.resultScale = isBoolCase ? 1.0f : isFloatCase ? 0.5f : isUintCase ? 0.5f : 0.1f;
2098 shaderSpec.resultBias = isBoolCase ? 0.0f : isFloatCase ? 0.5f : isUintCase ? 0.0f : 0.5f;
2102 float rangeMin = isBoolCase ? -1.0f : isFloatCase ? -1.0f : isUintCase ? 0.0f : -5.0f;
2103 float rangeMax = isBoolCase ? 1.0f : isFloatCase ? 1.0f : isUintCase ? 2.0f : 5.0f;
/external/deqp/modules/gles2/functional/
H A Des2fShaderOperatorTests.cpp1240 bool isFloatCase = !isBoolCase && !isIntCase; // \todo [petri] Better check. local
1321 DataType curInDataType = isFloatCase ? s_floatTypes[curInScalarSize - 1]
1417 bool isFloatCase = isDataTypeFloatOrVec(curType); local
1421 DE_ASSERT(isBoolCase || isFloatCase || isIntCase);
1444 shaderSpec.resultScale = isBoolCase ? 1.0f : isFloatCase ? 0.5f : 0.1f;
1445 shaderSpec.resultBias = isBoolCase ? 0.0f : isFloatCase ? 0.5f : 0.5f;
1447 float rangeMin = isBoolCase ? -1.0f : isFloatCase ? -1.0f : -5.0f;
1448 float rangeMax = isBoolCase ? 1.0f : isFloatCase ? 1.0f : 5.0f;
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
H A DvktShaderRenderOperatorTests.cpp2028 const bool isFloatCase = isDataTypeFloatOrVec(curType); local
2033 DE_ASSERT(isBoolCase || isFloatCase || isIntCase || isUintCase);
2056 shaderSpec.resultScale = (isBoolCase ? 1.0f : (isFloatCase ? 0.5f : (isUintCase ? 0.5f : 0.1f)));
2057 shaderSpec.resultBias = (isBoolCase ? 0.0f : (isFloatCase ? 0.5f : (isUintCase ? 0.0f : 0.5f)));
2061 const float rangeMin = (isBoolCase ? -1.0f : (isFloatCase ? -1.0f : (isUintCase ? 0.0f : -5.0f)));
2062 const float rangeMax = (isBoolCase ? 1.0f : (isFloatCase ? 1.0f : (isUintCase ? 2.0f : 5.0f)));

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