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

/external/angle/src/compiler/translator/tree_ops/
DEmulatePrecision.cpp310 static const char *GetHLSLTypeStr(const char *floatTypeStr) in GetHLSLTypeStr() argument
312 if (strcmp(floatTypeStr, "float") == 0) in GetHLSLTypeStr()
316 if (strcmp(floatTypeStr, "vec2") == 0) in GetHLSLTypeStr()
320 if (strcmp(floatTypeStr, "vec3") == 0) in GetHLSLTypeStr()
324 if (strcmp(floatTypeStr, "vec4") == 0) in GetHLSLTypeStr()
328 if (strcmp(floatTypeStr, "mat2") == 0) in GetHLSLTypeStr()
332 if (strcmp(floatTypeStr, "mat3") == 0) in GetHLSLTypeStr()
336 if (strcmp(floatTypeStr, "mat4") == 0) in GetHLSLTypeStr()
340 if (strcmp(floatTypeStr, "mat2x3") == 0) in GetHLSLTypeStr()
344 if (strcmp(floatTypeStr, "mat2x4") == 0) in GetHLSLTypeStr()
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/external/deqp/external/openglcts/modules/common/
DglcShaderLibraryCase.cpp754 const char* floatTypeStr = getDataTypeName(floatType); in genFragmentShader() local
760 shader << fragIn << " " << floatTypeStr << " " << val.valueName << ";\n"; in genFragmentShader()
762 shader << fragIn << " " << floatTypeStr << " v_" << val.valueName << ";\n"; in genFragmentShader()
799 const char* floatTypeStr = getDataTypeName(floatType); in specializeVertexShader() local
806 decl << vtxIn << " " << floatTypeStr << " " << valueName << ";\n"; in specializeVertexShader()
810 decl << vtxIn << " " << floatTypeStr << " a_" << valueName << ";\n"; in specializeVertexShader()
817 decl << vtxOut << " " << floatTypeStr << " " << valueName << ";\n"; in specializeVertexShader()
820 decl << vtxOut << " " << floatTypeStr << " v_" << valueName << ";\n"; in specializeVertexShader()
823 output << "v_" << valueName << " = " << floatTypeStr << "(" << valueName << ");\n"; in specializeVertexShader()
862 const char* floatTypeStr = getDataTypeName(floatType); in specializeFragmentShader() local
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/external/deqp/modules/glshared/
DglsShaderLibraryCase.cpp260 const char* const floatTypeStr = getDataTypeName(floatType); in genFragmentShader() local
264 shader << fragIn << " " << floatTypeStr << " " << val.name << ";\n"; in genFragmentShader()
266 shader << fragIn << " " << floatTypeStr << " v_" << val.name << ";\n"; in genFragmentShader()
306 const char* const floatTypeStr = getDataTypeName(floatType); in specializeVertexShader() local
311 decl << vtxIn << " " << floatTypeStr << " " << val.name << ";\n"; in specializeVertexShader()
315 decl << vtxIn << " " << floatTypeStr << " a_" << val.name << ";\n"; in specializeVertexShader()
327 const char* const floatTypeStr = getDataTypeName(floatType); in specializeVertexShader() local
331 decl << vtxOut << " " << floatTypeStr << " " << val.name << ";\n"; in specializeVertexShader()
334 decl << vtxOut << " " << floatTypeStr << " v_" << val.name << ";\n"; in specializeVertexShader()
337 output << "v_" << val.name << " = " << floatTypeStr << "(" << val.name << ");\n"; in specializeVertexShader()
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