/external/skia/resources/sksl/intrinsics/ |
D | RoundEven.sksl | 6 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/ |
D | RoundEven.glsl | 8 …return ((((((roundEven(input.x) == expected.x && roundEven(input.xy) == expected.xy) && roundEven(…
|
/external/deqp-deps/glslang/Test/ |
D | constFold.frag | 49 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
|
D | spv.400.frag | 73 doublev += roundEven(doublev); 74 dvec2v += roundEven(dvec2v); 75 dvec3v += roundEven(dvec3v); 76 dvec4v += roundEven(dvec4v);
|
D | 400.geom | 166 doublev += roundEven(doublev); 167 dvec2v += roundEven(dvec2v); 168 dvec3v += roundEven(dvec3v); 169 dvec4v += roundEven(dvec4v);
|
D | 130.vert | 36 vec2 v13 = roundEven(v2a);
|
D | 300BuiltIns.frag | 51 vec2 v13 = roundEven(v2a);
|
D | Operations.frag | 57 v += roundEven(v);
|
D | spv.Operations.frag | 53 v += roundEven(v);
|
D | 120.vert | 182 vec2 v13 = roundEven(v2a);
|
D | spv.float64.frag | 177 f64v2 = roundEven(f64v1);
|
D | spv.float32.frag | 182 f32v2 = roundEven(f32v1);
|
D | spv.float16.frag | 202 f16v2 = roundEven(f16v1);
|
/external/deqp-deps/glslang/Test/baseResults/ |
D | hlsl.round.dx10.frag.out | 10 0:3 roundEven ( temp 4-component vector of float) 27 0:3 roundEven ( temp 4-component vector of float)
|
D | 130.vert.out | 83 0:36 roundEven ( global 2-component vector of float) 233 0:36 roundEven ( global 2-component vector of float)
|
D | hlsl.intrinsics.vert.out | 101 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 …]
|
D | 300BuiltIns.frag.out | 126 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/ |
D | SkSLIntrinsicList.h | 85 SKSL_INTRINSIC(roundEven) \
|
D | sksl_gpu.sksl | 59 $genType roundEven($genType x); 60 $genHType roundEven($genHType x);
|
/external/oboe/samples/RhythmGame/third_party/glm/detail/ |
D | func_common.inl | 366 // 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);
|
D | func_common.hpp | 86 GLM_FUNC_DECL vecType<T, P> roundEven(vecType<T, P> const & x);
|
/external/deqp/modules/gles3/functional/ |
D | es3fShaderCommonFunctionTests.cpp | 559 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/ |
D | es31fShaderCommonFunctionTests.cpp | 634 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/ |
D | functional.shaders.builtin_functions.precision.txt | 159 | roundEven(x) | 0 |
|
/external/angle/src/libANGLE/renderer/gl/ |
D | FeatureSupportGL.md | 83 |round<br>roundEven|1.30|||
|