Searched refs:Vec3 (Results 126 - 150 of 173) sorted by relevance

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/external/deqp/external/vulkancts/modules/vulkan/shaderexecutor/
H A DvktShaderBuiltinPrecisionTests.cpp2896 DEFINE_CONSTRUCTOR3(FloatVec3, Vec3, vec3, float, float, float)
3019 class Cross : public DerivedFunc<Signature<Vec3, Vec3, Vec3> >
3028 ExprP<Vec3> doExpand (ExpandContext&, const ArgExprs& x) const
3036 DEFINE_CONSTRUCTOR2(Cross, Vec3, cross, Vec3, Vec3)
3619 ExprP<Vec3> columns[3];
/external/deqp/modules/glshared/
H A DglsBuiltinPrecisionTests.cpp2953 DEFINE_CONSTRUCTOR3(FloatVec3, Vec3, vec3, float, float, float)
3076 class Cross : public DerivedFunc<Signature<Vec3, Vec3, Vec3> >
3085 ExprP<Vec3> doExpand (ExpandContext&, const ArgExprs& x) const
3093 DEFINE_CONSTRUCTOR2(Cross, Vec3, cross, Vec3, Vec3)
3704 ExprP<Vec3> columns[3];
H A DglsVertexArrayTests.cpp779 void calcShaderColorCoord (tcu::Vec2& coord, tcu::Vec3& color, const tcu::Vector<T, 4>& attribValue, bool isCoordinate, int numComponents)
836 tcu::Vec3 color = tcu::Vec3(1.0, 1.0, 1.0);
/external/deqp/external/vulkancts/modules/vulkan/shaderrender/
H A DvktShaderRenderOperatorTests.cpp877 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f))).asFloat(); } \
883 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f)), greaterThan(c.in[2].swizzle(3, 1, 2), Vec3(0.0f))).asFloat(); } \
1072 void eval_selection_bvec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f, 0.0f, 0.0f)), greaterThan(c.in[2].swizzle(3, 1, 2), Vec3(0.0f, 0.0f, 0.0f))).asFloat(); }
1245 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f))); } \
1254 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.
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H A DvktShaderRender.cpp988 // Vec3
989 UNIFORM_CASE(UV3_MINUS_ONE, tcu::Vec3(-1.0f));
990 UNIFORM_CASE(UV3_ZERO, tcu::Vec3(0.0f));
991 UNIFORM_CASE(UV3_ONE, tcu::Vec3(1.0f));
992 UNIFORM_CASE(UV3_TWO, tcu::Vec3(2.0f));
993 UNIFORM_CASE(UV3_THREE, tcu::Vec3(3.0f));
995 UNIFORM_CASE(UV3_HALF, tcu::Vec3(1.0f / 2.0f));
/external/deqp/framework/common/
H A DtcuTexture.hpp483 CubeFace selectCubeFace (const Vec3& coords);
484 Vec2 projectToFace (CubeFace face, const Vec3& coords);
485 CubeFaceFloatCoords getCubeFaceCoords (const Vec3& coords);
H A DtcuTexCompareVerifier.cpp1083 bool isTexCompareResultValid (const TextureCubeView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBounds, const float cmpReference, const float result)
1160 bool isTexCompareResultValid (const Texture2DArrayView& texture, const Sampler& sampler, const TexComparePrecision& prec, const Vec3& coord, const Vec2& lodBounds, const float cmpReference, const float result)
1298 const Vec3& coord,
1383 const Vec3& coord,
H A DtcuTexture.cpp2439 CubeFace selectCubeFace (const Vec3& coords)
2483 Vec2 projectToFace (CubeFace face, const Vec3& coord)
2513 CubeFaceFloatCoords getCubeFaceCoords (const Vec3& coords)
3290 const CubeFaceFloatCoords coords = getCubeFaceCoords(Vec3(s, t, r));
3302 const CubeFaceFloatCoords coords = getCubeFaceCoords(Vec3(s, t, r));
3317 const CubeFaceFloatCoords coords = getCubeFaceCoords(Vec3(s, t, r));
3714 const CubeFaceFloatCoords coords = getCubeFaceCoords(Vec3(s, t, r));
3728 const CubeFaceFloatCoords coords = getCubeFaceCoords(Vec3(s, t, r));
/external/deqp/modules/gles3/functional/
H A Des3fShaderOperatorTests.cpp936 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f))).asFloat(); } \
942 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f)), greaterThan(c.in[2].swizzle(3, 1, 2), Vec3(0.0f))).asFloat(); } \
1131 void eval_selection_bvec3 (ShaderEvalContext& c) { c.color.xyz() = selection(c.in[0].z() > 0.0f, greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f, 0.0f, 0.0f)), greaterThan(c.in[2].swizzle(3, 1, 2), Vec3(0.0f, 0.0f, 0.0f))).asFloat(); }
1295 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.x() = (float)FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.0f))); } \
1301 void eval_##FUNC_NAME##_bvec3 (ShaderEvalContext& c) { c.color.xyz() = FUNC_NAME(greaterThan(c.in[0].swizzle(2, 0, 1), Vec3(0.0f)), greaterThan(c.in[1].swizzle(1, 2, 0), Vec3(0.
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H A Des3fDepthStencilClearTests.cpp51 using tcu::Vec3;
H A Des3fFragDepthTests.cpp51 using tcu::Vec3;
H A Des3fTextureSpecificationTests.cpp237 sglr::drawQuad(*getCurrentContext(), program, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2.0f, -1.0f + h*2.0f, 0.0f));
1891 sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f, 0.0f));
1939 sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f, 0.0f));
2012 sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.0f, 1.0f, 0.0f));
2088 sglr::drawQuad(*getCurrentContext(), shaderID, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(1.
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/external/flatbuffers/tests/
H A Dtest.cpp92 auto vec = Vec3(1, 2, 3, 0, Color_Red, Test(10, 20));
532 TEST_EQ(__has_trivial_copy(Vec3), true);
535 TEST_EQ(std::is_trivially_copyable<Vec3>::value, true);
640 TEST_EQ_STR(pos_table_ptr->name()->c_str(), "MyGame.Example.Vec3");
H A DJavaScriptTest.js47 MyGame.Example.Monster.addPos(fbb, MyGame.Example.Vec3.createVec3(fbb, 1, 2, 3, 3, MyGame.Example.Color.Green, 5, 6));
H A Dgo_test.go159 // initialize a Vec3 from Pos()
160 vec := new(example.Vec3)
172 // verify the properties of the Vec3
1176 vec3 := &example.Vec3{}
1650 reuse_pos := example.Vec3{}
H A Dpy_test.py41 import MyGame.Example.Vec3 # refers to generated code namespace
92 # initialize a Vec3 from Pos()
96 # verify the properties of the Vec3
860 pos = MyGame.Example.Vec3.CreateVec3(b, 1.0, 2.0, 3.0, 3.0, 2, 5, 6)
/external/deqp/external/openglcts/modules/common/
H A DglcFragDepthTests.cpp48 using tcu::Vec3;
/external/deqp/modules/gles2/functional/
H A Des2fDepthRangeTests.cpp52 using tcu::Vec3;
H A Des2fDepthStencilClearTests.cpp51 using tcu::Vec3;
/external/deqp/modules/gles2/performance/
H A Des2pTextureUploadTests.cpp58 using tcu::Vec3;
H A Des2pShaderCompilationCases.cpp51 using tcu::Vec3;
1066 vecTo16(Vec3(0.5f, 0.7f, 0.9f))));
1074 vecTo16(Vec3(0.7f, 0.2f, 0.2f))));
1078 vecTo16(Vec3(0.2f, 0.6f, 1.0f))));
1090 vecTo16(Vec3(0.8f, 0.6f, 0.3f))));
1094 vecTo16(Vec3(0.2f, 0.3f, 0.4f))));
/external/deqp/external/vulkancts/modules/vulkan/pipeline/
H A DvktPipelinePushConstantTests.cpp1264 m_vertices[vertexNdx].color.xyz() = tcu::Vec3(0.0f, 1.0f, 0.0f);
1268 m_vertices[vertexNdx].color.xyz() = tcu::Vec3(0.0f, 0.0f, 1.0f);
/external/deqp/modules/gles31/functional/
H A Des31fTextureSpecificationTests.cpp194 sglr::drawQuad(*getCurrentContext(), program, tcu::Vec3(-1.0f, -1.0f, 0.0f), tcu::Vec3(-1.0f + w*2.0f, -1.0f + h*2.0f, 0.0f));
/external/deqp/modules/gles3/performance/
H A Des3pShaderCompilationCases.cpp51 using tcu::Vec3;
1071 vecTo16(Vec3(0.5f, 0.7f, 0.9f))));
1079 vecTo16(Vec3(0.7f, 0.2f, 0.2f))));
1083 vecTo16(Vec3(0.2f, 0.6f, 1.0f))));
1095 vecTo16(Vec3(0.8f, 0.6f, 0.3f))));
1099 vecTo16(Vec3(0.2f, 0.3f, 0.4f))));
/external/deqp/external/openglcts/modules/gles31/
H A Des31cShaderImageSizeTests.cpp40 typedef tcu::Vec3 vec3;

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