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Searched refs:uniformColor (Results 1 – 3 of 3) sorted by relevance

/external/skia/src/gpu/effects/
DGrOverrideInputFragmentProcessor.cpp31 auto uniformColor = _outer.uniformColor; in emitCode() local
32 (void)uniformColor; in emitCode()
60 pdman.set4fv(uniformColorVar, 1, (_outer.uniformColor).vec()); in onSetData()
85 if (uniformColor != that.uniformColor) return false; in onIsEqual()
94 , uniformColor(src.uniformColor) in GrOverrideInputFragmentProcessor()
DGrOverrideInputFragmentProcessor.h35 return ConstantOutputForConstantInput(this->childProcessor(0), uniformColor); in constantOutputForConstantInput()
49 SkPMColor4f uniformColor; variable
55 SkPMColor4f uniformColor, in GrOverrideInputFragmentProcessor() argument
58 (OptimizationFlags)OptFlags(fp, useUniform ? uniformColor : literalColor)) in GrOverrideInputFragmentProcessor()
60 , uniformColor(uniformColor) in GrOverrideInputFragmentProcessor()
/external/deqp/modules/gles31/functional/
Des31fShaderFramebufferFetchTests.cpp558 tcu::TextureLevel genReferenceTexture (const tcu::Vec4& fbColor, const tcu::Vec4& uniformColor);
566 …extureFormatTestCase::genReferenceTexture (const tcu::Vec4& fbColor, const tcu::Vec4& uniformColor) in genReferenceTexture() argument
573 tcu::clear(reference.getAccess(), fbColor.asUint() + uniformColor.asUint()); in genReferenceTexture()
577 tcu::clear(reference.getAccess(), fbColor.asInt() + uniformColor.asInt()); in genReferenceTexture()
583 const tcu::Vec4 fragmentColor = tcu::sRGBToLinear(fbColor) + uniformColor; in genReferenceTexture()
588 tcu::clear(reference.getAccess(), fbColor + uniformColor); in genReferenceTexture()
597 const tcu::Vec4 uniformColor = scaleColorValue(m_texFmt, tcu::Vec4(0.1f, 0.1f, 0.1f, 1.0f)); in iterate() local
600 tcu::TextureLevel reference = genReferenceTexture(fbColor, uniformColor); in iterate()
604 genUniformColor(uniformColor); in iterate()
631 …tcu::TextureLevel genReferenceTexture (const tcu::Vec4& fbColor, const tcu::Vec4& uniformColor
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