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Searched refs:roundEven (Results 1 – 25 of 60) sorted by relevance

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/external/skia/resources/sksl/intrinsics/
DRoundEven.sksl6 return (roundEven(input.x) == expected.x &&
7 roundEven(input.xy) == expected.xy &&
8 roundEven(input.xyz) == expected.xyz &&
9 roundEven(input.xyzw) == expected.xyzw &&
10 roundEven(constVal.x) == expected.x &&
11 roundEven(constVal.xy) == expected.xy &&
12 roundEven(constVal.xyz) == expected.xyz &&
13 roundEven(constVal.xyzw) == expected.xyzw) ? colorGreen : colorRed;
/external/skia/tests/sksl/intrinsics/
DRoundEven.glsl8 …return ((((((roundEven(input.x) == expected.x && roundEven(input.xy) == expected.xy) && roundEven(…
/external/deqp-deps/glslang/Test/
DconstFold.frag49 out8 = vec4(round(4.4), round(4.6), roundEven(4.5), roundEven(-5.5)); // 4, 5, 4, -6
50 out9 = vec4(roundEven(7.5), roundEven(-4.5), fract(2.345), fract(-2.6)); // 8, -4, .345, 0.4
Dspv.400.frag73 doublev += roundEven(doublev);
74 dvec2v += roundEven(dvec2v);
75 dvec3v += roundEven(dvec3v);
76 dvec4v += roundEven(dvec4v);
D400.geom166 doublev += roundEven(doublev);
167 dvec2v += roundEven(dvec2v);
168 dvec3v += roundEven(dvec3v);
169 dvec4v += roundEven(dvec4v);
D130.vert36 vec2 v13 = roundEven(v2a);
D300BuiltIns.frag51 vec2 v13 = roundEven(v2a);
DOperations.frag57 v += roundEven(v);
Dspv.Operations.frag53 v += roundEven(v);
D120.vert182 vec2 v13 = roundEven(v2a);
Dspv.float64.frag177 f64v2 = roundEven(f64v1);
Dspv.float32.frag182 f32v2 = roundEven(f32v1);
Dspv.float16.frag202 f16v2 = roundEven(f16v1);
/external/deqp-deps/glslang/Test/baseResults/
Dhlsl.round.dx10.frag.out10 0:3 roundEven ( temp 4-component vector of float)
27 0:3 roundEven ( temp 4-component vector of float)
D130.vert.out83 0:36 roundEven ( global 2-component vector of float)
233 0:36 roundEven ( global 2-component vector of float)
Dhlsl.intrinsics.vert.out101 0:44 roundEven ( temp float)
274 0:118 roundEven ( temp 2-component vector of float)
444 0:188 roundEven ( temp 3-component vector of float)
634 0:258 roundEven ( temp 4-component vector of float)
761 0:333 roundEven ( temp 2X2 matrix of float)
890 0:342 roundEven ( temp 3X3 matrix of float)
1024 0:351 roundEven ( temp 4X4 matrix of float)
1493 0:44 roundEven ( temp float)
1666 0:118 roundEven ( temp 2-component vector of float)
1836 0:188 roundEven ( temp 3-component vector of float)
[all …]
D300BuiltIns.frag.out126 0:51 roundEven ( global mediump 2-component vector of float)
333 0:51 roundEven ( global mediump 2-component vector of float)
/external/skia/src/sksl/
DSkSLIntrinsicList.h85 SKSL_INTRINSIC(roundEven) \
Dsksl_gpu.sksl59 $genType roundEven($genType x);
60 $genHType roundEven($genHType x);
/external/oboe/samples/RhythmGame/third_party/glm/detail/
Dfunc_common.inl366 // roundEven
368 GLM_FUNC_QUALIFIER genType roundEven(genType const& x)
370 …GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'roundEven' only accept floating-point…
376 // roundEven
378 GLM_FUNC_QUALIFIER genType roundEven(genType x) function
380 …GLM_STATIC_ASSERT(std::numeric_limits<genType>::is_iec559, "'roundEven' only accept floating-point…
409 GLM_FUNC_QUALIFIER vecType<T, P> roundEven(vecType<T, P> const & x) function
411 …GLM_STATIC_ASSERT(std::numeric_limits<T>::is_iec559, "'roundEven' only accept floating-point input…
412 return detail::functor1<T, T, P, vecType>::call(roundEven, x);
Dfunc_common.hpp86 GLM_FUNC_DECL vecType<T, P> roundEven(vecType<T, P> const & x);
/external/deqp/modules/gles3/functional/
Des3fShaderCommonFunctionTests.cpp559 static float roundEven (float v) in roundEven() function
633 const float ref = roundEven(in0); in compare()
654 const int minRes = int(roundEven(in0-eps)); in compare()
655 const int maxRes = int(roundEven(in0+eps)); in compare()
1321 const float ref = roundEven(in0); in compare()
1342 const int minRes = int(roundEven(in0-eps)); in compare()
1343 const int maxRes = int(roundEven(in0+eps)); in compare()
/external/deqp/modules/gles31/functional/
Des31fShaderCommonFunctionTests.cpp634 static float roundEven (float v) in roundEven() function
708 const float ref = roundEven(in0); in compare()
729 const int minRes = int(roundEven(in0-eps)); in compare()
730 const int maxRes = int(roundEven(in0+eps)); in compare()
1401 const float ref = roundEven(in0); in compare()
1422 const int minRes = int(roundEven(in0-eps)); in compare()
1423 const int maxRes = int(roundEven(in0+eps)); in compare()
/external/deqp/doc/testspecs/GLES3/
Dfunctional.shaders.builtin_functions.precision.txt159 | roundEven(x) | 0 |
/external/angle/src/libANGLE/renderer/gl/
DFeatureSupportGL.md83 |round<br>roundEven|1.30|||

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