/external/deqp/external/openglcts/modules/common/ |
H A D | glcShaderRenderCase.hpp | 156 // ShaderEvalContext. 158 class ShaderEvalContext class in namespace:deqp 181 ShaderEvalContext(const QuadGrid& quadGrid); 182 ~ShaderEvalContext(void); 211 typedef void (*ShaderEvalFunc)(ShaderEvalContext& c); 213 inline void evalCoordsPassthroughX(ShaderEvalContext& c) 217 inline void evalCoordsPassthroughXY(ShaderEvalContext& c) 221 inline void evalCoordsPassthroughXYZ(ShaderEvalContext& c) 225 inline void evalCoordsPassthrough(ShaderEvalContext& c) 229 inline void evalCoordsSwizzleWZYX(ShaderEvalContext [all...] |
H A D | glcShaderIndexingTests.cpp | 88 void evalArrayCoordsFloat(ShaderEvalContext& c) 92 void evalArrayCoordsVec2(ShaderEvalContext& c) 96 void evalArrayCoordsVec3(ShaderEvalContext& c) 100 void evalArrayCoordsVec4(ShaderEvalContext& c) 120 void evalArrayUniformFloat(ShaderEvalContext& c) 124 void evalArrayUniformVec2(ShaderEvalContext& c) 128 void evalArrayUniformVec3(ShaderEvalContext& c) 132 void evalArrayUniformVec4(ShaderEvalContext& c) 629 void evalSubscriptVec2(ShaderEvalContext& c) 633 void evalSubscriptVec3(ShaderEvalContext [all...] |
H A D | glcShaderSwitchTests.cpp | 68 static void evalSwitchStatic(ShaderEvalContext& evalCtx) 72 static void evalSwitchUniform(ShaderEvalContext& evalCtx) 76 static void evalSwitchDynamic(ShaderEvalContext& evalCtx)
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H A D | glcShaderRenderCase.cpp | 217 vector<Vec4> m_userAttribs[ShaderEvalContext::MAX_TEXTURES]; 306 // ShaderEvalContext. 308 ShaderEvalContext::ShaderEvalContext(const QuadGrid& quadGrid_) function in class:deqp::ShaderEvalContext 344 ShaderEvalContext::~ShaderEvalContext(void) 348 void ShaderEvalContext::reset(float sx, float sy) 365 tcu::Vec4 ShaderEvalContext::texture2D(int unitNdx, const tcu::Vec2& texCoords) 387 void ShaderEvaluator::evaluate(ShaderEvalContext& ctx) 696 ShaderEvalContext evalCt [all...] |
/external/deqp/modules/glshared/ |
H A D | glsShaderRenderCase.hpp | 119 // 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 [all...] |
/external/deqp/modules/gles2/functional/ |
H A D | es2fShaderOperatorTests.cpp | 175 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 [all...] |
H A D | es2fShaderMatrixTests.cpp | 336 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 [all...] |
H A D | es2fShaderDiscardTests.cpp | 169 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)
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H A D | es2fShaderTextureFunctionTests.cpp | 185 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 [all...] |
H A D | es2fShaderIndexingTests.cpp | 108 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 [all...] |
H A D | es2fShaderReturnTests.cpp | 63 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); }
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/external/deqp/external/vulkancts/modules/vulkan/shaderrender/ |
H A D | vktShaderRenderOperatorTests.cpp | 201 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 842 void eval_##FUNC_NAME##_float (ShaderEvalContext [all...] |
H A D | vktShaderRenderMatrixTests.cpp | 489 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 [all...] |
H A D | vktShaderRenderDiscardTests.cpp | 166 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)
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H A D | vktShaderRender.hpp | 165 // ShaderEvalContext. 167 class ShaderEvalContext class in namespace:vkt::sr 200 ShaderEvalContext (const QuadGrid& quadGrid); 201 ~ShaderEvalContext (void); 225 typedef void (*ShaderEvalFunc) (ShaderEvalContext& c); 227 inline void evalCoordsPassthroughX (ShaderEvalContext& c) { c.color.x() = c.coords.x(); } 228 inline void evalCoordsPassthroughXY (ShaderEvalContext& c) { c.color.xy() = c.coords.swizzle(0,1); } 229 inline void evalCoordsPassthroughXYZ (ShaderEvalContext& c) { c.color.xyz() = c.coords.swizzle(0,1,2); } 230 inline void evalCoordsPassthrough (ShaderEvalContext& c) { c.color = c.coords; } 231 inline void evalCoordsSwizzleWZYX (ShaderEvalContext [all...] |
H A D | vktShaderRenderIndexingTests.cpp | 97 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 [all...] |
H A D | vktShaderRenderSwitchTests.cpp | 92 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)
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H A D | vktShaderRenderTextureFunctionTests.cpp | 342 inline float computeLodFromGrad2D (const ShaderEvalContext& c) 349 inline float computeLodFromGrad2DArray (const ShaderEvalContext& c) 356 inline float computeLodFromGrad3D (const ShaderEvalContext& c) 364 inline float computeLodFromGradCube (const ShaderEvalContext& c) 374 inline float computeLodFromGrad1D (const ShaderEvalContext& c) 380 inline float computeLodFromGrad1DArray (const ShaderEvalContext& c) 386 inline float computeLodFromGradCubeArray (const ShaderEvalContext& c) 396 typedef void (*TexEvalFunc) (ShaderEvalContext& c, const TexLookupParams& lookupParams); 398 inline Vec4 texture2D (const ShaderEvalContext& c, float s, float t, float lod) { return c.textures[0].tex2D->sample(c.textures[0].sampler, s, t, lod); } 399 inline Vec4 textureCube (const ShaderEvalContext [all...] |
/external/deqp/modules/gles3/functional/ |
H A D | es3fShaderOperatorTests.cpp | 218 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 [all...] |
H A D | es3fShaderIndexingTests.cpp | 102 void evalArrayCoordsFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.coords.x(); } 103 void evalArrayCoordsVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.coords.swizzle(0,1); } 104 void evalArrayCoordsVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.coords.swizzle(0,1,2); } 105 void evalArrayCoordsVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.coords; } 118 void evalArrayUniformFloat (ShaderEvalContext& c) { c.color.x() = 1.875f * c.constCoords.x(); } 119 void evalArrayUniformVec2 (ShaderEvalContext& c) { c.color.xy() = 1.875f * c.constCoords.swizzle(0,1); } 120 void evalArrayUniformVec3 (ShaderEvalContext& c) { c.color.xyz() = 1.875f * c.constCoords.swizzle(0,1,2); } 121 void evalArrayUniformVec4 (ShaderEvalContext& c) { c.color = 1.875f * c.constCoords; } 589 void evalSubscriptVec2 (ShaderEvalContext& c) { c.color.xyz() = Vec3(c.coords.x() + 0.5f*c.coords.y()); } 590 void evalSubscriptVec3 (ShaderEvalContext [all...] |
H A D | es3fShaderMatrixTests.cpp | 494 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 [all...] |
H A D | es3fShaderSwitchTests.cpp | 75 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)
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H A D | es3fShaderDiscardTests.cpp | 149 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)
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H A D | es3fShaderTextureFunctionTests.cpp | 245 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 [all...] |
H A D | es3fShaderReturnTests.cpp | 58 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); }
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